# Multiplayer - plan and status Multiplayer is only available for users of a server (not in the standalone file). ## Decisions - Modes: **versus** (every player a master with an own heart), **coop** (every player an own master, together against AI masters and/or the humans) and a **coop campaign of 20 missions**. - 2 to 4 players per match; free slots can be AI masters. - The match **pauses while a player is missing** (connection lost); a player who **leaves** is replaced by an AI. - The humans (hero waves of the Order) as a third party (can be switched off), chat, alliances/teams. - Coop is "separate but helpful": own heart, gold, mana, research and creatures; allies never fight each other, their creatures help each other, gold can be sent, allied ground can be walked; a fallen heart only knocks out that player (who may keep watching); the allies win when all enemies have fallen. - Lobby: an open list of matches under *Multiplayer* in the title menu; the host chooses mode, map, AI slots, humans on/off and teams; logged-in users join; the match starts when everybody is ready. ## Architecture: deterministic lockstep Every client runs the same simulation (the same WASM module, so floating point results are identical). The server does not simulate; it relays: 1. Clients send their **commands** (dig, build, cast, hand, orders, ...) to the server. 2. Every 100 ms the server sends **turn N**: the commands of all players for that turn. 3. Each client applies turn N and simulates five fixed steps of 20 ms. Turns arrive in order; a client waits for the next turn, so a missing player stalls everybody - exactly the "pause while missing" rule. 4. Clients send a **checksum** of the game state every few seconds; a mismatch (desync) is reported. Only the commands travel over the network, so bandwidth is tiny and no game state has to be serialised per turn. Fog of war, particles and the camera are local and not part of the shared state. ## What is there already - **Per-master state** (`game.rs`): every master has his own gold, mana, hand, research, payday, flag, core... `Game::switch_to(side)` puts one master in the active fields, the simulation walks through all masters step by step. A single player game has no stored masters and is unaffected. - **Commands** (`commands.rs`): every order a player gives is an `Act` (`Dig`, `Room`, `Tower`, `Trap`, `Cast`, `Flag`, `Pickup`, `Drop`, `Slap`, `Attack`, `Guard`, `CancelOrders`, ...) wrapped in a `Command { side, seq, act }`. Creature targets are *ids*, so they mean the same on every client. The tools in `main.rs` only queue commands now - nothing touches the world directly. - **Steps**: the simulation runs in fixed steps of `STEP` = 20 ms, 50 steps a second (`Game::update` feeds real time into them, `Game::apply_turn(cmds, steps)` is the lockstep entry point; one server turn of 100 ms is five steps). Commands are applied at step boundaries, so single player and a match run exactly the same path. Particles, effects and the camera keep running in real time: they are local and not part of the shared state. - **Who speaks**: messages, hints and interface sounds belong to the master who is being processed (`Game::speaking`); what another master orders never shows up on my screen. - Savegames, tests and the standalone file are unchanged: `cargo test --release` covers the command path (including "the same actions on both paths build the same world"). ## Steps | # | Step | Status | |---|---|---| | A | Simulation per master: gold, mana, research, rooms, hand, flag, traps, payday... per side; up to four masters (red, green, blue, yellow) | built | | B | All player actions as commands (`Command` + `Game::apply`), single player uses the same path; fixed time step | built | | C | Server: lobby and match relay over WebSocket (axum), turns, pause on disconnect, AI takeover on leave, chat | next | | D | Client: *Multiplayer* menu (lobby, create, join, ready, teams), WebSocket bridge in `dc_plugin.js`, chat, gold sending | planned | | E | Alliances and coop rules, AI masters for free and abandoned slots | planned | | F | Coop campaign: 20 missions with story (EN/DE) | planned | Still open on the way to C: player owners (today side 1 is the humans' and 2/3 the rivals' - four player sides need their own `Owner`s), the turn/turn-boundary client loop, and the state checksum.