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chat_grid/docs/runtime-flow.md

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# Runtime Flow
## Connect Flow
1. User clicks connect.
2. Client validates auth form and sets up local media.
3. Client connects signaling websocket.
4. Server attempts cookie-based session resume from websocket handshake cookie (`chgrid_session_token`).
5. If resume does not authenticate, server sends `auth_required`.
- includes `authPolicy` limits for username/password.
6. Client sends `auth_login` or `auth_register` (or explicit `auth_resume` if provided by caller).
7. Server sends `auth_result`.
- includes role + permissions for authenticated session.
8. Client persists authenticated session into a server-managed `HttpOnly` cookie via `GET /auth/session/set` (`Authorization: Bearer <sessionToken>`, `X-Chgrid-Auth-Client: 1`), and clears it via `GET /auth/session/clear` (`X-Chgrid-Auth-Client: 1`) on logout/session errors.
9. Server sends `welcome` with users/items snapshot.
10. Client:
- applies `welcome.worldConfig.gridSize` for authoritative grid bounds/rendering
- applies `welcome.worldConfig.movementTickMs` as movement pacing guidance
- applies `welcome.worldConfig.movementMaxStepsPerTick` for movement-rate parity
- uses `welcome.player` as authoritative starting position (restored from server-side account state when available)
- records `welcome.serverInfo` (`instanceId`, `version`) for restart detection
- if `welcome.serverInfo.version` differs from running client version, auto-reloads the page
- applies `welcome.uiDefinitions` for item menus/properties/options and admin menu labels/order
- sends initial `update_position` echo from server-assigned starting tile
- sends initial `update_nickname`
- creates peer runtimes for known users
- syncs item runtimes (`radio`, `emit`)
- applies audio layer state
- starts signaling heartbeat monitor
- starts game loop
## Main Loop
Each frame:
- Handle local movement input.
- Send movement intents; server remains authoritative on accepted movement updates.
- Update spatial voice audio.
- Update spatial radio audio.
- Update spatial item emit audio.
- Draw canvas scene.
## Message Handling
Core incoming message effects:
- `signal`: WebRTC negotiation and ICE exchange.
- `auth_required`: prompt client to authenticate before gameplay messages.
- `auth_result`: auth success/failure with optional session token + account metadata + `authPolicy`.
- `auth_permissions`: live permission refresh (role + permission set) after role/permission admin changes.
- `admin_roles_list`: role metadata + user counts + permission keys for role management UI.
- `admin_users_list`: user metadata list for role/ban admin flows.
- `admin_action_result`: success/error for role/user admin mutations.
- `update_position`: update peer position; may play movement/teleport world sound.
- `teleport_complete`: play peer teleport landing sound at final tile.
- `update_nickname`: update peer display name.
- `chat_message`: append/readable status; optional system sound class.
- `item_upsert`: replace item snapshot and resync item runtimes.
- `item_remove`: remove item and cleanup runtimes.
- `item_action_result`: success/error status for actions.
- `item_use_sound`: play one-shot spatial sample (world layer gated).
- `item_piano_note`: start/stop synthesized piano notes from remote users (item layer gated).
- `item_piano_status`: structured piano mode/record/playback transitions (client runtime state).
- `pong`:
- positive `clientSentAt`: user ping response (`P` command)
- negative `clientSentAt`: internal heartbeat response
## Stale Connection Recovery
- If websocket closes unexpectedly, client starts reconnect flow immediately.
- While running, client also sends heartbeat `ping` every 10 seconds (fallback for silent half-open cases).
- If one heartbeat `pong` is missed (10-second interval), client starts reconnect flow.
- Reconnect flow waits 5 seconds and retries up to 3 times.
- If reconnect lands on a different `welcome.serverInfo.instanceId`, client announces server restart.
- Connect/reconnect status message is emitted from `welcome` and includes server version.
## Authorization Runtime
- Server enforces item/chat/nickname/voice/admin permissions for each packet.
- Role and permission changes apply live to connected users without reconnect.
- `voice.send` revocation is pushed immediately via `auth_permissions`; client mutes outbound voice track.
## Disconnect/Cleanup
On disconnect:
- Close signaling.
- Stop heartbeat monitor.
- Stop local media tracks.
- Cleanup peers and all audio runtimes.
- Reset UI/mode state and lists.
## Runtime Components
- `PeerManager`: peer connection lifecycle and remote track attach.
- `RadioStationRuntime`: shared stream sources + per-item output/effects/spatialization.
- `ItemEmitRuntime`: per-item looping emit source + spatialization.
- `AudioEngine`: shared audio context, samples, effects, voice graph.