73 lines
2.6 KiB
Markdown
73 lines
2.6 KiB
Markdown
# Runtime Flow
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## Connect Flow
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1. User clicks connect.
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2. Client validates nickname and sets up local media.
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3. Client connects signaling websocket.
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4. Server sends `welcome` with users/items snapshot.
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5. Client:
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- applies `welcome.worldConfig.gridSize` for authoritative grid bounds/rendering
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- records `welcome.serverInfo` (`instanceId`, `version`) for restart detection
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- if `welcome.serverInfo.version` differs from running client version, auto-reloads the page
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- applies `welcome.uiDefinitions` for item menus/properties/options
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- sends initial `update_position`
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- sends initial `update_nickname`
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- creates peer runtimes for known users
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- syncs item runtimes (`radio`, `emit`)
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- applies audio layer state
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- starts signaling heartbeat monitor
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- starts game loop
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## Main Loop
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Each frame:
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- Handle local movement input.
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- Update spatial voice audio.
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- Update spatial radio audio.
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- Update spatial item emit audio.
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- Draw canvas scene.
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## Message Handling
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Core incoming message effects:
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- `signal`: WebRTC negotiation and ICE exchange.
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- `update_position`: update peer position; may play movement/teleport world sound.
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- `update_nickname`: update peer display name.
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- `chat_message`: append/readable status; optional system sound class.
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- `item_upsert`: replace item snapshot and resync item runtimes.
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- `item_remove`: remove item and cleanup runtimes.
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- `item_action_result`: success/error status for actions.
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- `item_use_sound`: play one-shot spatial sample (world layer gated).
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- `pong`:
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- positive `clientSentAt`: user ping response (`P` command)
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- negative `clientSentAt`: internal heartbeat response
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## Stale Connection Recovery
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- If websocket closes unexpectedly, client starts reconnect flow immediately.
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- While running, client also sends heartbeat `ping` every 10 seconds (fallback for silent half-open cases).
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- If one heartbeat `pong` is missed (10-second interval), client starts reconnect flow.
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- Reconnect flow waits 5 seconds and retries up to 3 times.
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- If reconnect lands on a different `welcome.serverInfo.instanceId`, client announces server restart.
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- Connect/reconnect status message is emitted from `welcome` and includes server version.
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## Disconnect/Cleanup
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On disconnect:
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- Close signaling.
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- Stop heartbeat monitor.
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- Stop local media tracks.
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- Cleanup peers and all audio runtimes.
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- Reset UI/mode state and lists.
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## Runtime Components
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- `PeerManager`: peer connection lifecycle and remote track attach.
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- `RadioStationRuntime`: shared stream sources + per-item output/effects/spatialization.
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- `ItemEmitRuntime`: per-item looping emit source + spatialization.
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- `AudioEngine`: shared audio context, samples, effects, voice graph.
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