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03 β Client coupling: what must change to become a networked client
Status: analysis, input to ADRs and TASKS.md. Not a specification.
Source audited: /home/user/alma92350/spaceexploration-rts @ working tree (read-only clone).
Assumed decision (upstream): server-authoritative headless Node sim; the browser renders a
state it is given and sends commands instead of mutating locally.
All file.js:line citations are against the SOURCE tree. Line numbers are exact at the time of
writing; they are cited so a reader can confirm each claim, not as a patch plan.
0. Headline findings
Five facts shape everything below. They are the reason this port is a re-seaming job and not a rewrite.
- The client barely mutates the sim. Outside
engine/, sim mutation happens at exactly 56 call sites across 6 files β and all but 10 of them go through named engine functions (issue*,queueProduction,sell/buy, β¦) that already take an explicit(state, entityId, args)shape. Those 46 sites are already command envelopes; they just aren't serialized. The other 10 arestate.selection = β¦, which isn't sim state at all (engine/persist.js:777resets it to[]on load). - No client file writes
resourcesorcreditsdirectly. Verified by grep β zero hits. Every economic mutation is an engine call. The trust boundary is therefore already drawn in the right place; it is simply not enforced. - The engine is already owner-generic in its bones.
state.ownersis the canonical side list,state.playersandstate.fogsare keyed by owner id, andstate.fog/state.fogAIare documented aliases intostate.fogs(engine/state.js:167-189, 227-234), pinned bytest/ownerScaffold.test.js. Victory already iteratesstate.owners(engine/victory.js:11, 30, 165). "Seat 3 of 5" is a change toownerDefs(engine/state.js:174-181), not a sweep. - The renderers are already owner-generic for colour and already fog-gate every entity.
Team colour is read as
state.players[owner].colorat all four draw sites (renderUnits.js:66,renderBuildings.js:75,minimap.js:95,minimap.js:100); the fog rule is factored into one named predicate,renderShared.js:253 hiddenByFog. Nothing hardcodes#4fd1ff/#f87171for entities β those literals live inengine/state.js:179-180as data. - The sim is cheap. Measured on this machine: a full skirmish with both seats AI-driven costs 0.096β0.142 ms/tick (27,000 ticks, 15 sim-minutes, small and 2Γ maps). At 20 Hz that is ~0.2β0.3 % of one core per match. A single Node process can host dozens of concurrent matches without breaking a sweat. Headless authority is not a performance risk.
The real work is concentrated in three places: boot.js (the lifecycle), input.js +
inputCommands.js + hudSelection.js (the ~46 synchronous engine calls), and the ~110
hardcoded "player"/"ai" owner literals scattered across the HUD and renderers.
1. The local-authority inventory
1.1 engine/commands.js issue* β direct order issuance
engine/commands.js exports 22 issue* functions (lines 231β531). Four client files import
them. Every one of these becomes submitCommand(envelope).
| Site | Call | Notes |
|---|---|---|
main.js:21 |
import issueMove, issueAttackMove |
minimap right-click |
main.js:149 |
issueAttackMove(combatants, world.x, world.y) |
minimap command |
main.js:150 |
issueMove(others, world.x, world.y) |
minimap command |
input.js:12 |
import issueBuild, issueStop, issueScout, issueHold, issueHoldFormation, issuePatrol |
|
input.js:346 |
issueStop(selectedUnits()) |
S key |
input.js:351 |
issueScout(selectedUnits()) |
scout toggle |
input.js:355 |
issueHold(selectedUnits()) |
H key |
input.js:372 |
issuePatrol([u], points) |
per-unit patrol loop |
input.js:379 |
issueHoldFormation(selectedUnits(), game.formation.shape, game.formation.leaderPos) |
reads client-only game.formation (session.js:75) |
input.js:521 |
issueBuild(state, worker.id, buildingType, p.x, p.y) |
returns a value the client uses β see Β§1.6 |
inputCommands.js:27 |
import 11 issue* |
the right-click router |
inputCommands.js:94 |
issueAttackMove(combatants, x, y, queue, formation) |
|
inputCommands.js:95 |
issueMove(others, x, y, queue, formation) |
|
inputCommands.js:199 |
issueSetRally(building, p.x, p.y, node?.id) |
passes a live building object, not an id |
inputCommands.js:212 |
issueAssistBuild(workers, target.id, target.type, queue) |
|
inputCommands.js:226 |
issueServiceBuilding(workers, target.id, queue) |
|
inputCommands.js:235 |
issueRepair(workers, target.id, queue) |
|
inputCommands.js:245 |
issueSetHomeBase(eligible, target.id) |
|
inputCommands.js:249 |
issueAttack(attackers, target.id, queue) |
|
inputCommands.js:259 |
issueFerryFreighter(workers, target.id, queue) |
|
inputCommands.js:266 |
issueRepair(workers, target.id, queue) |
|
inputCommands.js:273 |
issueEscort(escorts, target.id, queue) |
|
inputCommands.js:278 |
issueGather(workers, node.id, queue) |
|
inputCommands.js:282 |
issueMove(selected, p.x, p.y, false, currentFormation(heading)) |
|
hudSelection.js:21 |
import issueSetAILogistics, issueSetCollectPoint, issueSetLogiPriority, issueRecycle, issueCancelRecycle |
|
hudSelection.js:518 |
issueSetAILogistics([f], !on, state) |
|
hudSelection.js:542 |
issueSetCollectPoint([f], !on) |
|
hudSelection.js:600 |
issueSetLogiPriority(state, b.id, LOGI_PRIORITY_NEXT[cur]) |
|
hudSelection.js:1821 |
issueCancelRecycle(recyclingNow) |
passes live entity objects |
hudSelection.js:1835 |
issueRecycle(recyclable) |
passes live entity objects |
tools/ailab.js:78,82,168-320 |
issueAttackMove, issueBuild |
headless bench, not shipped client |
Shape problem to fix once: most issue* take arrays of live unit objects, and three take
live building/entity objects (inputCommands.js:199, hudSelection.js:1821, :1835). A wire
envelope must carry ids. Recommended: add one dispatcher,
applyCommand(state, seat, {verb, ids, args}), in engine/commands.js that resolves ids β
entities, filters to entities owned by seat (this is the anti-cheat gate, and it does not
exist anywhere today), then calls the existing issue* unchanged. Every existing
test/commands.test.js assertion (503 LOC) keeps passing against the raw issue*.
1.2 Non-issue* engine mutators called from the client
These are just as authoritative and are easy to miss because they don't share a prefix.
| Site | Call | Subsystem |
|---|---|---|
hudSelection.js:1098, 1104, 1198, 1629 |
queueProduction(state, b.id, t[, true]) |
production |
hudSelection.js:197 |
cancelProduction(state, building.id, i) |
production |
hudSelection.js:1149 |
researchUpgrade(state, refinery.id, u.id) |
tech |
hudSelection.js:1179 |
researchTech(state, datacenter.id, t.id) |
tech (Odyssey) |
hudSelection.js:235 |
cancelResearch(state, building.id, i) |
tech |
hudSelection.js:381, 395, 405 |
sell(game.galaxy, state, com, qty) |
market (Odyssey) |
hudSelection.js:414 |
buy(game.galaxy, state, com, TRADE_LOT) |
market (Odyssey) |
hudSelection.js:449, 485 |
loadFreighter(state, f.id, com, qty) |
freight (Odyssey) |
hudSelection.js:459, 494 |
unloadFreighter(state, f.id, com, qty) |
freight (Odyssey) |
hudSelection.js:630 |
offerTribute(game.galaxy, state) |
diplomacy (Odyssey) |
hudSelection.js:661 |
fulfillRequest(game.galaxy, state) |
diplomacy (Odyssey) |
hudSelection.js:705 |
offerGift(state, com, TRADE_LOT) |
diplomacy (Odyssey) |
hudSelection.js:766, 777, 781, 793 |
unassignShipFromLane / assignShipToLane / deleteLane / createLane |
lanes (Odyssey) |
hudSelection.js:831, 837, 850, 870, 876 |
setColonyPolicy(g, planetId, β¦) |
colony policy (Odyssey) |
hudSelection.js:900 |
upgradeToCapital(state, cc) |
Odyssey |
hudSelection.js:905 |
packCommandCenter(state, cc.id) |
Odyssey |
hudSelection.js:1386 |
upgradeSpaceport(state, spaceport) |
Odyssey |
hudSelection.js:1455 |
lightFuse(state, bomb) |
bombs β skirmish, must be a command |
hudSelection.js:1750 |
deployColonyShip(state, colonyShip.id) |
Odyssey |
hud.js:37 |
repairConvoy(game.state) |
scenario |
hud.js:38 |
departNow(game.state) |
scenario |
starmap.js:229, 239, 244 |
setColonyPolicy(g, w.id, β¦) |
Odyssey |
For v1 skirmish MP, the mandatory set is small: queueProduction, cancelProduction,
researchUpgrade, cancelResearch, lightFuse, plus the issue* family. Everything marked
Odyssey is out of scope (Β§7) and stays reachable only on the offline path (Β§8).
1.3 Direct state.* writes
Only two kinds exist in the whole non-engine tree.
| Site | Write | Verdict |
|---|---|---|
input.js:318, 337, 382, 395, 411, 543 |
state.selection = β¦ |
Not sim state. Move to the client session. |
inputCommands.js:147, 152, 154, 157, 177 |
state.selection = β¦ |
same |
boot.js:766 |
state.events.length = 0 |
The client drains the sim's event queue. On the server path, events arrive per-snapshot and are consumed the same way. |
state.selection also has 2 engine references (engine/state.js:346 prunes dead ids;
engine/galaxy.js:1422 clears both sides on a jump), 32 client references and 124 test
references. It is single-seat by construction and must move out of the shared sim state β it
is the single largest mechanical edit in the port. engine/persist.js:777 already proves it is
disposable (it saves as []).
1.4 state.players.player.resources and friends β direct owner-keyed reads
There are no writes. Reads (all of which become "read my seat"):
| Site | Read |
|---|---|
hud.js:99 |
{ ...state.players.player.resources } (flow history sample) |
hud.js:174 |
state.players.player.resources (topbar readout) |
hudSelection.js:272, 363, 432, 522, 680 |
state.players.player.resources |
hudSelection.js:651 |
state.players.player.resources[req.com] |
hudSelection.js:508, 1122, 1157 |
state.players.player.upgrades |
hudSelection.js:1941 |
state.players.player.color (button sprite tint) |
hudSelection.js:1955 |
canAfford(state.players.player.resources, cost) |
hudPanelSignature.js:146, 264, 344 |
state.players.player.resources |
hudPanelSignature.js:180 |
state.players.player.upgrades |
hudPanelSignature.js:227, 228 |
state.players.player.resources[β¦] |
overlays.js:34 |
st.players.player.faction and st.players.ai.faction |
observer.js:276 |
state.players.ai (spectator stats) |
techChart.js:36 |
const OWNER = "player" β the whole module's owner, used at :138, :153, :196 |
Fix: one accessor. me(state) β state.players[session.seat]. 20 sites, purely mechanical.
overlays.js:34 and observer.js:276 are the two that read someone else's player record and
therefore need a public-facts channel under filtering (Β§4).
1.5 createGameState / tick() / createLoop β the sim ownership itself
All in boot.js. This is the file that becomes the transport.
| Site | Call |
|---|---|
boot.js:14 |
import createGameState |
boot.js:16 |
import createLoop |
boot.js:17 |
import tick |
boot.js:22 |
import createSelfPlayState, tickSelfPlay, SELFPLAY_HZ |
boot.js:119 |
createGameState({ planetId, seed, rng: mulberry32(seed), β¦ }) β skirmish |
boot.js:169 |
createGameState({ β¦ }) β competition fixture |
boot.js:207 |
createSelfPlayState({ β¦ }) β watched AI-vs-AI |
boot.js:236, 244, 252 |
setupEscort / setupRaider / setupBounty β scenarios |
boot.js:262 |
createGalaxy({ β¦ }) β Odyssey |
boot.js:287 |
jumpCapital(game.galaxy, destId, β¦) |
boot.js:344 |
surrenderGalaxy(game.galaxy) |
boot.js:485 |
loop = createLoop({ hz, speed, update, render }) |
boot.js:503 |
stepGalaxy(game.galaxy, dt) |
boot.js:504 |
sweepColonies(game.galaxy, dt) |
boot.js:530 |
tickSelfPlay(game.state, dt) |
boot.js:531 |
tick(game.state, dt) β the single skirmish tick |
Note engine/loop.js:34 createLoop is a render loop with an embedded fixed-step accumulator.
On the server, the accumulator half is reusable verbatim; the requestAnimationFrame half
(engine/loop.js:69, 77, 81, each marked browser-exempt) needs a setInterval/timer driver.
Recommendation: extract the accumulator into a stepper and give it two drivers, rather than
forking the file β the fixed-step semantics documented at engine/loop.js:18-26 are what make
replay determinism hold, and they must not diverge.
1.6 Return values the client consumes β the "optimistic" hazards
Three call sites use the return value of a mutation, which a fire-and-forget command envelope cannot provide:
input.js:521βissueBuild(...)returns the new building id ornull; the client uses the falsy result to keep build mode armed and play a rejection sound. Under server authority this becomes a rejection message or an optimistic ghost that clears on the next snapshot.hudSelection.js:449, 459, 485, 494βloadFreighter/unloadFreighterreturn the quantity actually moved and drive the UI feedback (sound.playProductionBlocked()on 0). Odyssey-only.boot.js:287βjumpCapitalreturns a result object ornull. Odyssey-only.
Only the first matters for v1.
2. session.js / boot.js β the lifecycle, and how it re-shapes
2.1 session.js today (120 LOC)
A single exported mutable object, game, that every UI module reads at call time (never
destructured at module scope) so a restart is picked up automatically. Its 17 fields are exactly
three kinds of thing:
| Kind | Fields | MP fate |
|---|---|---|
| The sim handles | state (session.js:16), galaxy (:22) |
Become received state; galaxy out of v1 |
| The input controller | input (:17) |
Stays; becomes command-emitting rather than state-mutating |
| Per-viewer UI state | supplyBlockedUntil (:34), lastAttackAt (:40), lastGateCharge (:52), colonyAlerts (:64), groups (:69), formation (:75), collapsedSections (:84), observerMode (:89), spectateId (:92), spectatePreview (:99), observerCamera (:103), spectateSpeed (:119) |
Stays exactly as-is. None of it is sim state; all of it is per-client. |
| Match-provenance flags | competition (:30), spectateMatch (:114) |
Replaced by match (server-issued match descriptor) |
This object is the right shape already. The port adds fields, it does not restructure:
seat (my owner id), seats (public roster: id, name, colour, faction, isAI/isAgent),
transport, connection (connecting/live/desynced/dropped), serverTick, selection
(moved off state), and role ("player" | "spectator").
2.2 boot.js today β the lifecycle in one line each
main.js:165 renderMapSelect() splash / map-select screen (setup.js:306)
β user picks world + dials β setup (setup.js:104, the shared config object)
boot.js:109 startGame(planetId) resolveSeed β difficultyDials β createGameState
boot.js:443 bootState(newState, {intro}) THE single boot path β 5 other entry points funnel here
:444-446 stop old loop, destroy old input, exitObserverMode
:447-451 hide mapSelect / gameOver / underAttack overlays
:453-457 clear galaxy / competition / spectateMatch / groups / colonyAlerts
:458 game.state = newState
:463-465 seed chip, faction chip, objectives strip
:466 game.input = attachInput(canvas, state, () => renderHUD())
:471-475 open camera on state.map.bases.player, clamp
:476-482 resetEffects / resetFacing / resetPanelSignature / resetWorldUiBookkeeping / clearPause
:485 loop = createLoop({ hz: PLAY_HZ(20) | SELFPLAY_HZ, speed, update, render })
:499-532 update(dt): pause gate β snapshotPositions β (stepGalaxy | tickSelfPlay | tick)
:533-579 render(alpha): tickCamera β drawFrame β drawMinimap β processFrameEvents
β throttled renderHUD/renderObserverPanel (150 ms)
β **over-poll**: if (state.over && !announced) β showGameOver
:581 loop.start(); :582 renderHUD()
boot.js:400 restartToMapSelect() loop.stop, input.destroy, null state/galaxy,
clearPause, renderMapSelect, unhide mapSelect
Five other entry points reuse bootState verbatim: startCompetitionMatch (:159),
startSpectatedMatch (:204), startScenario/startRaider/startBounty (:234/:242/:250),
startOdysseyβbootGalaxy (:259/:273), and saveload.js's load path.
Three structural properties matter for the port:
- End of match is a poll, not an event (
boot.js:551:if (game.state.over && !announced)). There is no callback, no state machine. The client discovers the match ended by looking. bootStateis idempotent teardown-then-setup. Every "leaving" concern is already centralised β the comment block atboot.js:390-399documents exactly why nulling the session matters (stale hotkeys, the autosave timer writing after "Exit without Saving").- The loop reads
game.statelive (boot.js:501, 503, 530, 531, 545), never a captured binding. Swapping the state under it is already a supported operation (that is how the Odyssey jump works,boot.js:365 focusActivePlanet).
2.3 The multiplayer re-shape
The lifecycle gains one screen and loses ownership of two transitions. Concretely:
SPLASH β LOBBY β (host: configure | join: wait) β server: MATCH_START
β bootState(receivedSnapshot, {seat}) β loop(render-only) + command submit
β server: MATCH_END β post-match screen β LOBBY
setup.js splits in two. setup.js:104's setup object is match configuration β world,
seed, difficulty, sizeMult, resourceMult, matchTimeLimit, popCap, faction. In MP that object is
the host's lobby form, sent to the server once, and echoed back to every client as part of
the match descriptor. The battlefield cards (setup.js:306 renderMapSelect) stay verbatim for
the host; joiners see the same cards read-only. setup.js keeps its exported option tables
(MAP_CHOICES:29, MATCH_LENGTH_OPTIONS:59, POP_CAP_OPTIONS:77, STRATEGY_OPTIONS:98,
DIFFICULTY_OPTIONS re-export at :18) unchanged β they are pure data and the server needs
the same lists to validate a lobby form.
startGame inverts. boot.js:109-125 currently constructs the state. It becomes:
startGame(planetId) β transport.requestMatch(setup) // returns nothing; server decides
server MATCH_START β onMatchStart({ config, seat, seats, snapshot })
β bootState(hydrate(config, snapshot), { intro: true, seat })
hydrate is cheap because the save format already does it: engine/persist.js:496 serPlanet
persists only (seed, planetId, sizeMult, resourceMult, swapAsym) plus dynamic entities, and
rehydratePlanet regenerates the whole map deterministically. The client can regenerate
terrain and node geometry itself from the config; only node.amount and the entity tables
need to arrive (engine/persist.js:549-551 already ships exactly {id, amount} per node).
bootState keeps its body almost exactly. Changes:
:485createLoopkeepsrenderand drops the sim fromupdate. Theupdatecallback becomesapplySnapshot/interpolate.snapshotPositions(game.state)at:501must still run immediately before each applied snapshot (it is the interpolation baseline,renderShared.js:45); this is the one ordering constraint that must not be lost.:471state.map.bases.playerβstate.map.bases[seat].:466attachInput(canvas, state, onChange)gains aseatand asubmitcollaborator.:551the over-poll is replaced by an explicitMATCH_ENDmessage from the server carryingwinner,winReason, and per-seat scores (Β§4 explains why scores must be server-computed). Keep the poll as the loopback path's implementation of the same callback (Β§8).
restartToMapSelect (boot.js:400) becomes leaveMatch. Its existing teardown is exactly
right and should be preserved verbatim (it is the file's most carefully-reasoned function). It
gains: close/park the transport, clear seat/seats, and β the new hazard β handle the server
ending the match while the client is mid-teardown.
New states with no analogue today: LOBBY (roster, ready-up, seat/faction/colour pick),
CONNECTING, RECONNECTING, DESYNCED, and OPPONENT_DROPPED. pauseReasons
(boot.js:94-106) is a refcounted set and is the right primitive for "the server paused us" β
but note that pauseLoop currently gates only the local update (boot.js:500). In MP,
pause must come from the server; a client-side pause becomes a render-freeze only, and
togglePause (boot.js:103) must be disabled or converted to a vote. landingPicker,
starmap, and techchart all currently call pauseLoop to freeze the world behind a modal
(boot.js:332, starmap.js tail, techChart.js tail) β all three must stop pausing in MP;
they become non-blocking overlays.
3. Hardcoded "you are the player" assumptions
~110 literal "player"/"ai" occurrences outside engine/. They fall into five classes.
3.1 "Is this entity mine?" β the largest class, and the easiest
Every one of these is owner === "player" / owner !== "player" and becomes
owner === session.seat.
| File | Lines |
|---|---|
input.js |
317 (click-select own), 383 (select-all-army), 391 (idle worker), 407 (idle producer), 423 (CC cycle) |
inputCommands.js |
58, 62 (fog gate on hit-test), 99 (alivePlayerUnitIds), 131, 136, 170, 178, 197, 210, 223, 232, 242, 247, 257, 264, 271 β the entire right-click router |
hud.js |
47 (gate chip), 137, 194, 336 (idle workers), 352 (idle production), 429 (freighter count) |
hudPanelSignature.js |
149, 234, 290, 312 |
renderBuildings.js |
84 (enemy pip), 120, 147, 165, 181, 233 |
renderEffects.js |
413, 563 (rally point), 600 (waypoints), 637 (escort links) |
renderUnits.js |
91 (enemy pip) |
renderShared.js |
254 β hiddenByFog, the one fog predicate; fix here fixes four draw passes at once |
minimap.js |
94, 99 |
boot.js |
370 (focusActivePlanet finds own CC), 675 (event fog gate), 684, 704, 712 (under-attack trigger), 737 (own supply block) |
starmap.js |
56, 58 |
landingPicker.js |
60, 61, 151, 160 |
techChart.js |
36 β const OWNER = "player", then used at 138, 153, 196 |
overlays.js |
68-81 (the eight opening-objective predicates, each countUnits(state,"player",β¦) / hasCompletedBuilding(state,"player",β¦)) |
Recommendation: introduce isMine(e) in session.js and a SEAT accessor, then sweep.
This is ~70 one-line edits with excellent test coverage already in place
(test/input.test.js 57 tests, test/renderShared.test.js 34 tests, test/hud.test.js 33).
3.2 "The enemy is "ai"" β the class that genuinely breaks at N seats
These assume exactly one opponent, not merely that it is named "ai":
| Site | Assumption |
|---|---|
boot.js:684, 704, 712 |
if (ev.owner === "ai") triggerUnderAttack(...) β the comment at boot.js:669-671 states it outright: "an attackHit whose attacker is the AI necessarily means the target is the player's (only two sides exist)". At 5 seats this fires the under-attack alarm for every fight on the map. Must become ev.targetOwner === seat, which means engine/combat.js must start emitting the target owner on attackHit. This is the one place a sim change is forced by multiplayer. |
hud.js:314 |
playerScore(state, "ai") β the topbar score bar shows "you vs them" |
overlays.js:407 |
playerScore(opts.state, "ai") β the game-over breakdown |
overlays.js:34 |
FACTIONS[st.players.ai.faction] β the faction chip is a two-sided "you vs them" |
overlays.js:376, 392 |
winner === "player" ? victory : defeat |
overlays.js:393-394 |
"Victory β the enemy's last Command Center is destroyed" / "Defeat β your last Command Center was destroyed." β singular "the enemy" |
observer.js:290, 291 |
supplyUsed(state,"ai") / supplyCap(state,"ai") |
observerPanel.js:89 |
owner => (owner === "player" ? watch.aName : watch.bName) β hard two-entrant |
observer.js:116 |
state.map.bases.player || state.map.bases.ai |
hudPanelSignature.js:225-228 |
diplomacy signature reads state.diplomacy as a single relationship |
The score bar, the faction chip and the game-over copy are all "two columns" UI. At N seats they need to become a small roster table. That is a real (if modest) UI design job, not a rename.
3.3 Colours
Not a problem. #4fd1ff / #f87171 appear as entity colours only in
engine/state.js:179-180, as ownerDefs[].color. Every renderer reads
state.players[owner].color (renderUnits.js:66, renderBuildings.js:75, minimap.js:95, 100),
and hudSelection.js:1941 / techChart.js:196 / landingPicker.js:149 do the same for icons.
The remaining literals in renderEffects.js:111-113, 315, 326, 447, 511, 542, 584, 616, 680,
minimap.js:114, renderUnits.js:126, renderShared.js:195, renderBuildings.js:109, 154, 197
are semantic colours (valid/invalid placement, health tiers, power tiers, tracer types) that
happen to reuse the same hexes. Leave them.
Action: extend ownerDefs to N entries with a colour ramp; add colours to style.css
(3 hits) for the HUD chrome. Nothing else.
3.4 state.fog vs state.fogAI
Already an alias pair over state.fogs (engine/state.js:232-234, pinned by
test/ownerScaffold.test.js). Client reads:
| Site | Read |
|---|---|
render.js:202 |
drawFogBase β the charted-space wash |
minimap.js:36, 83 |
minimap fog underlay + entity gate |
renderShared.js:254 |
hiddenByFog |
renderNodes.js:26 |
isNodeDiscovered(state.fog, n) |
renderEffects.js:466 |
node picking overlay |
inputCommands.js:58, 62, 69 |
hit-test + node-pick gating |
boot.js:675 |
event audibility |
All nine become state.fogs[seat]. The remaining hazard is inside the engine:
engine/sim.js:70-71 hardcodes updateFog(state, state.fog, "player") and
updateFog(state, state.fogAI, "ai") even though state.fogs exists. That must become
for (const id of state.owners) updateFog(state, state.fogs[id], id) β which is exactly what
engine/state.js:270 already does at construction time.
3.5 state.map.bases.player
boot.js:371, boot.js:471, input.js:430, observer.js:116, and inside the engine
engine/galaxy.js:421, 1365, engine/map.js:177, 179, 207. engine/aiMilitary.js:554, 574, 589, 694 already indexes generically (state.map.bases[owner]). Map generation must produce N start
positions β this is a map-generation change (engine/map.js) and is the single largest
engine task implied by N-seat multiplayer. It is out of the client's scope but gates it.
4. Rendering under authoritative fog
4.1 How hard is per-client filtering?
Much easier than it looks, because the client already renders as if it were filtered.
engine/fog.js is 144 LOC, pure, and already per-owner: createFog(map) (:34),
isVisibleAt(fog,x,y) (:49), isExploredAt (:55), isNodeDiscovered (:66),
updateFog(state, fog, owner) (:124). state.fogs[owner] exists. There is no remembered
snapshot of enemy positions (engine/fog.js:14-15 says so explicitly) β an out-of-vision enemy
simply stops rendering. That is precisely the semantics a filtered projection provides.
So projectFor(state, seat) is a ~60-line pure function:
units β own βͺ { u : isVisibleAt(fogs[seat], u.x, u.y) }, enemy entries stripped
of order/orderQueue/homeCC/target internals (intel leak)
buildings β same rule
nodes β { id, amount } for every charted node; hidden nodes only where
isNodeDiscovered(fogs[seat], n) (engine/fog.js:66)
players β { [seat]: full record } + public facts for the rest
(id, name, colour, faction, score, supply, isAI)
fogs β { [seat]: fogs[seat] }, with `fog` aliased for the legacy readers
owners β unchanged (public)
selection β this seat's own (once it moves off state)
events β the rule already at boot.js:675: own events, plus any event
at a currently-visible point
map β NOT sent; client regenerates from (planetId, seed, sizeMult,
resourceMult, swapAsym) β engine/map.js generateMap is deterministic
The renderer needs no changes to consume this, because every per-entity fog gate
(renderShared.js:254, minimap.js:94, 99, renderNodes.js:26, inputCommands.js:58, 62)
simply becomes tautologically true rather than wrong.
4.2 What filtering would strip that the client currently needs
Six real dependencies. Five are trivially fixable; one is a genuine visual regression.
playerScore(state, "ai")βhud.js:314(score bar),overlays.js:407(game-over breakdown). Reads all of the enemy's bank/army/structures. β Server computes per-seat scores and ships them as public facts.engine/victory.js:158-165already iteratesownersOf(state).- Enemy faction β
overlays.js:34readsst.players.ai.factionfor the "you vs them" chip. β Public lobby fact; ship in the match descriptor. - Enemy supply β
observer.js:290-291. Spectator-only; the spectator seat receives an unfiltered projection. - Enemy CC existence for victory β client never checks this;
engine/victory.jsdoes, on the server. No client change. - Hidden-node discovery β
isNodeDiscoveredgates right-click targetability (inputCommands.js:69), not just drawing. If the client recomputes fog locally (see below), a snapshot-rate mismatch could make client and server disagree about whether a cache is targetable. β Ship an authoritativediscoveredNodeIdsset per seat. It is tiny (caches are a handful per map,engine/map.js:266-267). - Interpolation continuity β the real regression.
renderShared.js:39 prevPoskeys interpolation baselines by unit id;renderShared.js:69 pruneFacingdeletes the baseline the moment a unit is absent fromstate.units. Today an enemy unit that ducks behind fog stays in the Map (only its draw is gated), so it keeps a continuous baseline. Under filtering it leaves the map, loses its baseline and itsfacingentry, and on re-entry snaps rather than slides. β GivepruneFacinga grace window (drop after N frames absent, not immediately). ~5 lines in a file with 34 existing tests.
Everything else the renderer touches is either the client's own entities, immutable map data it can regenerate, or already fog-gated.
4.3 Measured payload (this machine, engine/persist.js format)
Full serializeGameString snapshot, 15 sim-minutes, both seats AI-driven:
| Map | units / bldgs | full | fog (both) | units | buildings | nodes |
|---|---|---|---|---|---|---|
| Small (1600Γ1000) | 16 / 16 | 18.9 KB | 3.9 KB | 4.5 KB | 3.7 KB | 4.4 KB |
| Standard 2Γ (3200Γ2000) | 27 / 16 | 30.1 KB | 15.6 KB | 6.7 KB | 3.7 KB | 2.4 KB |
| Gigantic 4Γ (6400Γ4000) | β | 69.6 KB | 62.5 KB | 3.5 KB | 1.1 KB | 1.3 KB |
Fog dominates on large maps and entities are tiny. That single fact drives the recommendation.
4.4 Recommendation
Ship fog-filtered-per-client, and ship no fog grid at all.
Three parts:
- Filter entities server-side with
projectFor(state, seat). This is the anti-cheat boundary and it must exist before any public or agent-played match. It is ~60 LOC of pure engine code, directly unit-testable against the existingtest/fog.test.jsfixtures. - Do not transmit the fog grid. The client already has everything needed to recompute it:
its own units and buildings, and a deterministically regenerated map.
updateFog(state, myFog, seat)(engine/fog.js:124) is pure, allocation-free, and is exactly whatengine/sim.js:70already calls each tick.exploredaccumulates client-side across snapshots (it is monotonic). This deletes 3.9β62.5 KB from every snapshot and makes payload scale with army size rather than map size. The only thing that must remain server-authoritative is hidden-node discovery (see Β§4.2 item 5), which is a tiny id set. - Keep full-state broadcast as a named, flagged mode β
spectatorandreplayβ not as the default.observer.js(Β§7) is already exactly this client, andsaveShape.js:28 resumableModealready encodes "a spectated match is not the player's game".
Trade-off, stated plainly. Full-state broadcast is ~2 days of work and lets every existing
client module run untouched; it is also trivially cheatable by anyone who opens devtools, and it
is especially wrong for this project because MCP agents receive state programmatically β an
agent handed the full state is not playing the same game as a human. Filtering costs perhaps a
week (the projection function, per-seat score/faction public facts, the pruneFacing grace
window, and the discovered-node channel) and is the only version that survives contact with
public play.
Migration path. These are additive and independently shippable:
- M0 β
projectFor(state, seat)written and tested, but the server still broadcasts full state. Test:projectFor(s,"player")renders pixel-identically tosunder the existing render tests. This proves the renderer tolerates a filtered state before anything depends on it. - M1 β server switches to
projectFor; fog grid still shipped. Add per-seat public scores (hud.js:314,overlays.js:407) and the faction roster (overlays.js:34). - M2 β stop shipping fog; client calls
updateFoglocally on each snapshot. Add thediscoveredNodeIdschannel. Add thepruneFacinggrace window. - M3 β delta-encode entities against the previous acknowledged snapshot. At 16β27 entities, this is optional until army sizes grow.
5. What is reusable VERBATIM
The tree is 90,762 LOC total (.js/.css/.html/.json/.md); 81,257 LOC of .js/.css/.html, of
which 43,101 is tests. Shipped application code is ~35,400 LOC (engine 15,659 + top-level
client 17,903 + css/html 1,815).
5.1 Zero change β pure, import-free or engine-data-only leaves
| Module | LOC | Why it is untouched |
|---|---|---|
sound.js |
181 | No imports at all. Pure WebAudio. Nothing about it is single-player. |
effects.js |
183 | No imports at all. Tracers, death flashes, pings, fireworks β pure render-side particle bookkeeping. |
camera.js |
105 | No imports at all. createCamera/zoomAt/panCamera/pinchZoomPan/screenToWorld/clampCamera. |
data.js |
242 | Static tables (planets, commodities, recipes). Pure data. |
dom.js |
68 | Element handles + MINIMAP_W/H + isTouchMode(). Already Node-import-safe by design (dom.js:11-18). |
style.css |
1,732 | 3 hits on the team hexes; add N-seat colour variables. Otherwise verbatim. |
saveShape.js |
31 | Two pure predicates. Gains one term (Β§6). |
renderShared.js |
255 | One line (:254). Geometry/colour helpers, interpolation, health bars β all generic. |
renderNodes.js |
171 | One line (:26). |
renderUnits.js |
699 | Two lines (:91 enemy pip, :126 a semantic red). Colour already comes from players[owner].color (:66). |
minimap.js |
138 | Two lines (:94, :99). |
render.js |
277 | drawFrame orchestration + spriteIcon cache + drawFogBase. Only state.fog β state.fogs[seat] at :202. |
renderBuildings.js |
807 | Six owner !== "player" lines. Everything else β hull art, power tiers, storage bars, jump staging β is generic. |
renderEffects.js |
683 | Five owner !== "player" lines. |
techChart.js |
366 | One line: const OWNER = "player" (:36). Plus: stop calling pauseLoop in MP. |
landingPicker.js |
211 | Four owner lines. Odyssey-only anyway (Β§7). |
elo.js |
147 | Pure rating math, zero engine/DOM. Lift to the server verbatim when MP ranking lands. |
pairing.js |
518 | Pure Swiss/round-robin scheduling; its own header (pairing.js:15) notes the single import is hashStr. Lift to the server verbatim. |
version.js |
60 | Version/save-impact reporting. |
| Subtotal | ~6,874 |
5.2 Near-zero change β a rename sweep, no restructuring
| Module | LOC | Change |
|---|---|---|
overlays.js |
585 | Owner literals at :34, :68-81, :376, :392-394, :406-407; game-over copy becomes N-seat. Toasts/hints/help/objectives verbatim. |
hud.js |
452 | 9 owner literals; score bar becomes a roster; two scenario buttons (:37, :38) become commands. |
hudPanelSignature.js |
380 | 4 owner literals + the players.player reads. It is a pure signature/diff function β the mechanism is untouched. |
session.js |
120 | Additive fields only. |
observer.js + observerPanel.js |
550 | Repurposed as the spectator client (Β§7). enterObserverMode (observer.js:128) gains a third permitted condition. |
main.js |
168 | :145-151 (minimap right-click) becomes a command submit. Everything else is canvas/DPR/toggles. |
starmap.js |
318 | Odyssey-only; unchanged on the offline path. |
update.js |
108 | Version chip / auto-update. Verbatim. |
| Subtotal | ~2,681 |
5.3 Real work
| Module | LOC | Nature |
|---|---|---|
boot.js |
788 | Lifecycle inversion (Β§2). The single heaviest file. |
input.js |
588 | 6 state.selection writes, 6 issue* calls, 5 owner literals; becomes command-emitting. Gesture/camera/touch code untouched. |
inputCommands.js |
288 | 5 selection writes, 13 issue* calls, 16 owner literals. Its own header (inputCommands.js:15-17) notes commandAt is already the "what does this click mean" decision, callable directly β this file is the natural home of client-side command construction. |
hudSelection.js |
1,998 | ~30 mutator calls + players.player reads. But ~900β1,000 LOC of it is Odyssey panels (renderMarket:346, renderFreight:430, renderDiplomacy:612, renderLanes:717, renderColonyPolicy:809, renderCapital:890, renderSpaceport:1328, renderDatacenter:1156) that are out of v1 scope and need no change at all. |
setup.js |
462 | Splits into lobby form + option tables (Β§2.3). |
saveload.js |
371 | Β§6. |
| Subtotal | ~4,495 |
5.4 Quantified
Of the ~17,900 LOC of shipped client JS:
- ~6,900 LOC (β39 %) verbatim or one-line-per-file (Β§5.1)
- ~2,700 LOC (β15 %) a mechanical owner-literal sweep (Β§5.2)
- ~4,500 LOC (β25 %) genuine rework (Β§5.3), of which roughly a fifth is Odyssey panels that are simply not touched in v1
- ~3,800 LOC (β21 %) out of v1 scope entirely β the competition cluster (Β§7)
Plus 1,732 LOC of CSS effectively verbatim and 15,659 LOC of engine that keeps running
unchanged β on the server instead of in the tab. The 5 renderer files alone
(render + renderBuildings + renderEffects + renderNodes + renderUnits +
renderShared = 2,892 LOC) survive with 17 changed lines between them. That is the
single strongest argument for server-authoritative-with-thin-client over any rewrite.
6. saveload.js / autosave / localStorage in multiplayer
6.1 What exists
- Two channels (
saveload.js:1-18): file (topbar Save/Load, an explicit.json) and localStorage autosave every 12 s (saveload.js:39) plus on tab-hide/unload, feeding the map-select "Continue" buttons. - Two generations per key (
saveload.js:33-38, 84-98) so one corrupt write cannot lose a run. - Keys:
stellarfrontier.save.v1(:31),stellarfrontier.odyssey.v1(:32). - The decision of what is resumable is a 3-line pure function,
saveShape.js:28 resumableMode({state, galaxy, spectateMatch})β already unit-tested (test/save-shape.test.js) and already refuses to checkpoint a scenario, a finished match, or a spectated match whose player seat isn't really the player's. - Other
localStorageusers:overlays.js:104-108(objectives-strip dismissed, per mode),update.js:23-24(version-banner dismissed),competitionLedger.js:1238-1286(the Elo ledger, two generations, sanitized on read).
6.2 Recommendation
Drop client saves for multiplayer entirely. Persist matches server-side using the existing format. Record replays as command logs, not snapshots.
- Client autosave off in MP β a one-term change.
saveShape.js:28already reads{ state, galaxy, spectateMatch }. AddnetMatch:if (!state || state.over || state.scenario || spectateMatch || netMatch) return null;That single edit disables autosave, "Save & Exit", and the "Continue" buttons for a networked match, in a pure function with existing tests. Resuming a shared match from one participant's private browser copy is incoherent, and the localStorage payload is attacker-editable β the file's own header (competitionLedger.js:11) already says so. - Server-side match persistence reuses
engine/persist.jsunchanged.serializeGameString(:808) /deserializeGame(:811) already produce and consume the exact snapshot the server needs, anddeserializeGamealready treats its input as hostile (sanitizeSave,engine/persist.js:48-49, plustest/save-hardening.test.jsat 836 LOC). The server checkpoints on the same 12 s cadence; a crash resumes the match. Zero new format. - Replays are command logs, not snapshot streams. The sim is deterministic from
(config, seed)and the loop is fixed-step (engine/loop.js:18-26explains why the timestep is the simulation and not a tuning knob). There is already determinism coverage (test/determinism.test.js,test/determinism-roster.test.js) and a replay concept (boot.js:215-219'srecorded, which lets the game-over screen state honestly whether the determinism claim held). A(config, [{tick, seat, envelope}])log is orders of magnitude smaller than snapshots, doubles as the anti-cheat audit trail, and is the natural artefact for an MCP agent to review its own play. Recording the command log should be built in from day one β it is nearly free once commands are envelopes, and retrofitting it is not. - Keep client
localStoragefor per-viewer preferences only βoverlays.js:104-108,update.js:23-24, volume/mute. These are correct as-is. - File Save/Load stays, single-player only. Hide
saveBtn/loadBtn(dom.js:42-43) in a networked match, exactly asstarmapBtnis already conditionally hidden. competitionLedger.js's localStorage Elo ledger is single-player only and stays that way. Any MP ladder must be server-side or it is forged by editing a string.
7. Odyssey / galaxy / competition / observer β in or out for v1
| Subsystem | LOC (client + engine) | v1 verdict |
|---|---|---|
| Skirmish (the base game) | β | IN β this is v1 |
| Odyssey / galaxy | engine/galaxy.js 1,431 + colony 93 + colonyPolicy 160 + diplomacy 501 + market 309 + wonder 93 + starmap.js 318 + landingPicker.js 211 + ~950 of hudSelection.js = β4,066 |
OUT |
| Competition / Elo / ladder | competition.js 3,773 + competitionLedger.js 1,290 + competitionWorker.js 355 + pairing.js 518 + elo.js 147 + playerFingerprint.js 167 + tools/duelCore.js 119 + tools/genome.js 680 = 7,049 |
OUT as shipped; mine it |
| Observer / spectator | observer.js 304 + observerPanel.js 246 = 550 |
IN β repurposed |
| Scenarios (Escort / Raider / Bounty) | engine/scenarios.js 720 |
OUT (offline path only) |
Odyssey β OUT
Three independent reasons, any one sufficient:
- It is not a match; it is a save file. The Odyssey is an open-world sandbox that ticks
every world in the galaxy each tick (
boot.js:503 stepGalaxy), with a single per-player credit pool, background colonies raising notifications (boot.js:504 sweepColoniesβboot.js:605 notifyColony), and interplanetary relocation that swaps which state is rendered (boot.js:365 focusActivePlanet). "Two players share a galaxy" is an unanswered game-design question, not a porting question. - It pauses the world for modals.
boot.js:332(landing picker),starmap.js(M key), andtechChart.js(T key) all callpauseLoop. In MP nothing may pause the shared world for one participant. Every Odyssey overlay would need reworking. - It carries most of the client's remaining complexity. Roughly half of
hudSelection.js(the 1,998-LOC file) is Odyssey panels. Excluding Odyssey removes ~950 LOC of panel work from v1 at zero cost, because those panels never render whengame.galaxyis null.
Keep the code in-tree and reachable on the offline path (Β§8). Do not delete it. Its tests
(test/odyssey.test.js 809 LOC, test/starmap.test.js 482, test/landing.test.js 439,
test/lanes.test.js, test/colonyPolicy.test.js, test/livingGalaxy.test.js,
test/domination.test.js, test/rivalgate.test.js) keep passing and keep protecting the shared
engine code that skirmish also uses.
Competition / Elo β OUT as shipped, but read it first
competition.js (3,773 LOC) is a single-player ladder screen: it schedules AI-vs-AI duels,
runs them in a Web Worker (competitionWorker.js), and writes ratings into a localStorage ledger.
None of that is multiplayer. But three things in this cluster are the prior art for the port and
should be read before writing the server:
competitionWorker.js(355) +tools/duelCore.js(119) +tools/selfplay.js(169) β this is already a headless, off-main-thread, deterministic match runner. It is the server sim in miniature.engine/state.js:250-254documentsstate.playerAi, the second controller slot that makes owner"player"AI-driven β the exact hook an MCP agent occupies.pairing.js(518) andelo.js(147) are pure, engine-free, and directly liftable to the server when MP ranking lands.pairing.js:15states it holds no engine state at all.playerFingerprint.js(167) βfingerprintPlayer(state, owner = "player")(:53) andmirrorOfPlayer(state, {owner})(:162) are already owner-parameterised. Useful for agent-vs-human matchmaking later.
Also note the guard at test/engine-purity.test.js:20-41: it already extends the determinism scan
to browser-reachable tools/ files precisely because "bench" code started deciding persisted
ratings. The same guard should be extended to the server's sim entry point on day one.
Observer β IN, repurposed as the spectator client
This is the highest-leverage "already written" asset in the tree. observer.js's header states
its contract exactly: it "reveals fog on whichever world you're looking at", gives a free camera,
"deliberately does not touch game.state, game.galaxy.activeId, or the real input camera",
and makes input.js refuse to issue a single order β every mouse/wheel/key path already
early-returns into observer.js while game.observerMode is on. That is a spectator client,
already built and already tested (test/observer.test.js, 23 tests).
The change is one condition. observer.js:128 enterObserverMode() currently permits exactly two
cases (an Odyssey, or a watched AI-vs-AI match) and refuses an ordinary skirmish because that
would be a fog cheat. Add a third: the server assigned this connection the spectator role. The
server then hands that connection an unfiltered projection, which is legitimate precisely because
a spectator has no seat to cheat with.
Justification for including it in v1: multiplayer needs spectating on day one, and AI-agent
matches make it a requirement, not a nicety β an MCP agent playing a match is only interesting
if a human can watch it. observerPanel.js:89's two-entrant naming
(owner === "player" ? watch.aName : watch.bName) is the only piece needing real work.
8. Offline / single-player preservation
Yes β and it should be the primary design constraint, not an afterthought.
Two reasons. First, the game is the single-player game; shipping a port that can only run
against a server throws away a working product. Second and more practically: of ~2,466 tests,
roughly 1,735 are engine/tools tests that drive tick() and createGameState directly, and
roughly 731 are client tests that drive the current client against a locally-constructed
state (test/input.test.js 57, test/hudSelection.test.js 50, test/boot.test.js 29,
test/hud.test.js 33, test/renderShared.test.js 34, test/overlays.test.js 26,
test/saveload.test.js 24, test/observer.test.js 23 β¦). If the client can no longer run its
own sim, every one of those 731 tests needs a mock. That is the single biggest risk in the port.
8.1 Recommendation β a loopback transport
Define one interface and give it two implementations:
Transport {
submit(envelope) // a command from this client's seat
onSnapshot(fn) // state deliveries
onMatchStart(fn) / onMatchEnd(fn)
seat, seats, role
}
LoopbackTransportβ constructs the state in-process withcreateGameState, runscreateLoop/tickexactly asboot.js:485-531does today, andsubmitapplies the command synchronously, in the caller's stack frame, by calling the sameissue*the client calls today. Behaviourally byte-identical to the current game.SocketTransportβ serializes envelopes, applies snapshots.
8.2 Why this keeps the tests meaningful
The seam is placed at exactly two points, and both preserve today's observable semantics:
- Command submission. Because
LoopbackTransport.submitmutates before returning, every existing client test that asserts "after this click, the unit has this order" still passes unchanged. This is the whole trick: keep the loopback synchronous. - State delivery.
boot.js'supdatecallback (:499-532) becomes transport-driven.snapshotPositions(game.state)(:501) must run before either a local tick or an applied snapshot β one ordering rule, easy to pin with a test.
Add one new engine function, applyCommand(state, seat, envelope), that resolves ids β entities,
filters to seat-owned entities, and calls the unchanged issue*. Then:
test/commands.test.js(503 LOC) keeps testingissue*directly β untouched.- One new test file pins envelope β
issue*and the ownership filter (which is new safety the game has never had: today nothing stops a client from ordering enemy units, because there is no adversary). test/input.test.js,test/hudSelection.test.js,test/boot.test.jskeep working against the loopback.
The one unavoidable test churn is state.selection (Β§1.3): 124 test references. Moving it to
the client session is mechanical but wide. Budget for it explicitly; do it as its own change,
before the transport work, so the diff is reviewable.
8.3 What single-player retains
With a loopback transport, the full offline game keeps working: skirmish, all three scenarios
(boot.js:234, 242, 250), the whole Odyssey (boot.js:259), the competition ladder and its Web
Worker duels, file save/load, and localStorage Continue. saveShape.js:28's netMatch term
(Β§6.2) is exactly what keeps the two worlds from contaminating each other. The Hugging Face Space
can therefore serve one bundle that plays offline and connects β and the offline path is also
the fastest development loop for anyone working on the renderers or the HUD.
9. Summary table
Verdicts: verbatim (0β2 changed lines) Β· light (a rename sweep, no restructuring) Β· heavy (real rework) Β· server-side (moves out of the browser) Β· out-v1 (untouched, offline-only)
| Module | LOC | Verdict | Why |
|---|---|---|---|
engine/ (all 49 files) |
15,659 | server-side | Runs headless. Needs: applyCommand dispatcher, projectFor(state, seat), N-entry ownerDefs (state.js:174), owner-generic updateFog loop (sim.js:70), N start bases (map.js), attackHit target owner (combat.js) |
style.css |
1,732 | verbatim | 3 team-colour hits; add N-seat variables |
index.html |
83 | light | Add a lobby container; hide save/load in MP |
sound.js |
181 | verbatim | Zero imports |
effects.js |
183 | verbatim | Zero imports |
camera.js |
105 | verbatim | Zero imports |
data.js |
242 | verbatim | Static tables |
dom.js |
68 | verbatim | Already Node-safe (dom.js:11-18) |
version.js |
60 | verbatim | |
update.js |
108 | verbatim | Self-wired version chip |
saveShape.js |
31 | verbatim | +1 term: netMatch (:28) |
renderShared.js |
255 | verbatim | :254 only; + pruneFacing grace window (Β§4.2) |
renderNodes.js |
171 | verbatim | :26 only |
minimap.js |
138 | verbatim | :94, :99 |
render.js |
277 | verbatim | :202 (state.fog β fogs[seat]) |
renderUnits.js |
699 | verbatim | :91; colour already generic at :66 |
renderBuildings.js |
807 | verbatim | 6 owner lines; colour generic at :75 |
renderEffects.js |
683 | verbatim | 5 owner lines |
techChart.js |
366 | verbatim | :36 OWNER; stop pausing in MP |
elo.js |
147 | server-side | Pure; lift verbatim when ranking lands |
pairing.js |
518 | server-side | Pure; lift verbatim when ranking lands |
playerFingerprint.js |
167 | out-v1 | Already owner-parameterised (:53, :162); useful later |
session.js |
120 | light | Additive: seat, seats, role, transport, selection |
main.js |
168 | light | :145-151 minimap command β submit |
hud.js |
452 | light | 9 owner literals; score bar β roster; :37, :38 β commands |
hudPanelSignature.js |
380 | light | 4 owner literals + players.player reads |
overlays.js |
585 | light | :34, :68-81, :376, :392-394, :406-407; N-seat game-over copy |
observer.js |
304 | light | :128 gains a third permitted case β the spectator client |
observerPanel.js |
246 | light | :89 two-entrant naming β N-seat |
inputCommands.js |
288 | heavy | 13 issue* + 5 selection writes + 16 owner literals; becomes the command constructor |
input.js |
588 | heavy | 6 issue* + 6 selection writes + 5 owner literals; gesture/camera/touch untouched |
setup.js |
462 | heavy | Splits: lobby form + (verbatim) option tables |
saveload.js |
371 | heavy | MP: off. SP: unchanged. Server reuses engine/persist.js |
boot.js |
788 | heavy | Lifecycle inversion; the single biggest file of real work |
hudSelection.js |
1,998 | heavy ( |
~30 mutator calls in the skirmish half; the Odyssey panels are untouched |
starmap.js |
318 | out-v1 | Odyssey |
landingPicker.js |
211 | out-v1 | Odyssey |
competition.js |
3,773 | out-v1 | Single-player ladder screen |
competitionLedger.js |
1,290 | out-v1 | localStorage Elo ledger β forgeable, SP-only |
competitionWorker.js |
355 | out-v1 | Read as prior art for the headless server sim |
tools/ (selfplay, duelCore, genome, ailab, serve, smoke) |
3,593 | out-v1 | selfplay.js/duelCore.js are the closest existing thing to the server runner |
test/ |
43,101 | preserve | ~1,735 engine tests unaffected; ~731 client tests preserved by the synchronous loopback (Β§8) |
Totals: verbatim/near-verbatim β 6,900 LOC (39 % of shipped client JS) Β· light sweep β 2,700 (15 %) Β· heavy β 4,500 (25 %) Β· out-v1 β 3,800 (21 %) Β· plus 15,659 LOC of engine relocated intact and 1,732 LOC of CSS untouched.
10. Ordered recommendations
- Move
state.selectionoff the sim state first. 10 write sites, 32 client reads, 2 engine reads, 124 test references. It is the widest mechanical change and it is independent of everything else β do it as its own reviewable diff, before the transport. - Add
applyCommand(state, seat, envelope)toengine/commands.js, with the seat-ownership filter that does not exist today. Keep everyissue*unchanged sotest/commands.test.jsis untouched. - Introduce
TransportwithLoopbackTransportfirst. Land the whole port against loopback before a socket exists. The client tests are the regression suite. - Sweep the owner literals behind
session.seat/isMine(e)(Β§3.1). ~70 one-liners with heavy existing coverage. - Make the engine N-seat:
ownerDefs(engine/state.js:174), theupdateFogloop (engine/sim.js:70), N start bases (engine/map.js), andattackHit's target owner (engine/combat.js).test/ownerScaffold.test.jsis the spec that already exists. - Write
projectFor(state, seat)and prove it renders identically to the full state before anything depends on it (M0 in Β§4.4). - Record the command log from day one. It is nearly free once commands are envelopes, it is the replay format, the anti-cheat audit trail, and the MCP agent's trace.
- Extend
test/engine-purity.test.js's reachability walk to the server entry point the moment it exists. The guard's own comment (:20-41) explains what happened last time a "bench" file started deciding real outcomes. - Defer Odyssey and the competition ladder; keep both alive on the loopback path. They cost nothing to keep and protect ~1,000 tests over shared engine code.
- Ship the spectator seat in v1 by widening
observer.js:128. It is already written, already tested, and AI-agent matches make it a requirement rather than a nicety.