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| 1 | +# BUILD_PR_ROADMAP_ADD_FULL_NETWORK_CAPABILITY_BEFORE_3D |
| 2 | + |
| 3 | +## Purpose |
| 4 | +Update the master roadmap so full real-network capability is explicitly completed before Phase 16 / 3D execution begins. |
| 5 | + |
| 6 | +## Intent |
| 7 | +The repo already has strong network simulation, diagnostics, promotion-readiness work, and server containerization foundations. |
| 8 | +This PR adds the remaining **real multiplayer capability** as an explicit roadmap lane and makes it a prerequisite before moving on to 3D execution. |
| 9 | + |
| 10 | +## Required roadmap update |
| 11 | + |
| 12 | +### A. Add a new non-3D lane before 3D execution |
| 13 | +Add a new roadmap section or dependency lane for: |
| 14 | + |
| 15 | +## Real Network Capability Completion (Pre-3D Gate) |
| 16 | + |
| 17 | +This lane should cover the missing real-network runtime capability needed to move from simulated/synthetic multiplayer to real hosted multiplayer. |
| 18 | + |
| 19 | +Include the following items: |
| 20 | + |
| 21 | +### Transport + Session Layer |
| 22 | +- [ ] real client/server transport selected and implemented |
| 23 | +- [ ] connection/session lifecycle for live clients implemented |
| 24 | +- [ ] message serialization/deserialization contract defined |
| 25 | +- [ ] reconnect/disconnect handling defined |
| 26 | + |
| 27 | +### Authoritative Live Server Runtime |
| 28 | +- [ ] authoritative live server tick loop implemented |
| 29 | +- [ ] client input intake path implemented |
| 30 | +- [ ] server-side authoritative state mutation path implemented |
| 31 | +- [ ] live replication output path implemented |
| 32 | + |
| 33 | +### Replication + Client Application |
| 34 | +- [ ] state snapshot and/or delta replication contract finalized |
| 35 | +- [ ] client replication apply path implemented |
| 36 | +- [ ] interpolation/reconciliation strategy defined and implemented at minimum viable level |
| 37 | +- [ ] divergence handling validated against live transport |
| 38 | + |
| 39 | +### Playable Real Multiplayer Validation |
| 40 | +- [ ] one real multiplayer sample runs over actual network transport |
| 41 | +- [ ] real host/client session validated end-to-end |
| 42 | +- [ ] live latency behavior validated |
| 43 | +- [ ] live replication behavior validated |
| 44 | +- [ ] debug surfaces integrated with live transport path |
| 45 | + |
| 46 | +### Server Hosting + Containerization |
| 47 | +- [ ] server runtime packaged for hosted deployment |
| 48 | +- [ ] Docker container to host the multiplayer server finalized |
| 49 | +- [ ] environment/runtime configuration documented |
| 50 | +- [ ] health/readiness contract validated in hosted mode |
| 51 | +- [ ] hosted server launch/run workflow documented |
| 52 | + |
| 53 | +### Promotion / Readiness Gate |
| 54 | +- [ ] real multiplayer path validated as stable enough for future game use |
| 55 | +- [ ] roadmap explicitly marks real network capability complete before 3D execution begins |
| 56 | + |
| 57 | +### B. Add dependency ordering |
| 58 | +Update roadmap sequencing so: |
| 59 | +- full real-network capability is completed before active 3D execution starts |
| 60 | +- 3D remains deferred until the real-network lane is closed or explicitly waived |
| 61 | + |
| 62 | +### C. Preserve existing completed work |
| 63 | +Do not rewrite or disturb already-complete network/debug/container items. |
| 64 | +This PR is additive and sequencing-focused. |
| 65 | + |
| 66 | +## Constraints |
| 67 | +- roadmap update only |
| 68 | +- no code changes |
| 69 | +- no text deletion |
| 70 | +- additive update preferred |
| 71 | +- status-only elsewhere |
| 72 | + |
| 73 | +## Validation |
| 74 | +Codex must report: |
| 75 | +- where the new network-capability lane was inserted |
| 76 | +- how 3D sequencing was updated |
| 77 | +- confirmation that existing completed network items were preserved |
| 78 | + |
| 79 | +## Packaging |
| 80 | +`<project folder>/tmp/BUILD_PR_ROADMAP_ADD_FULL_NETWORK_CAPABILITY_BEFORE_3D.zip` |
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