Refactor project structure and update documentation. Replace PixiJS with plain DOM for UI rendering, enhance README with game features, and revise protocol documentation for HTTP API. Remove unused files and streamline client code for better maintainability.
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# Architecture
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The server owns the world; the browser draws it. There is no game logic on the client, and there
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is no rendering on the server.
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```
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┌───────────────────────────── Aspire AppHost ─────────────────────────────┐
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│ │
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│ ┌────────────────────────┐ WebSocket /ws/game ┌──────────────────┐ │
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│ │ HSchool.Server │ ◄────── binary ──────► │ HSchool.Client │ │
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│ │ │ │ (Vite + Pixi) │ │
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│ │ GameLoopService 20 Hz │ HTTP /api, /health └──────────────────┘ │
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│ │ ├── GameCommandQueue│ │
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│ │ ├── GameWorld (Arch)│ │
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│ │ └── ClientRegistry │ │
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│ └────────────────────────┘ │
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│ │ OTLP logs / traces / metrics │
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│ ▼ │
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│ Aspire dashboard │
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└──────────────────────────────────────────────────────────────────────────┘
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```
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## Projects
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| Project | Role |
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| --- | --- |
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| `src/HSchool.Protocol` | Binary wire format. No dependencies, referenced by everything that talks to the network. |
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| `src/HSchool.Simulation` | Arch ECS world, components, systems, fixed-step pipeline. No ASP.NET, no sockets — this is what unit tests exercise. |
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| `src/HSchool.Server` | ASP.NET Core host: WebSocket endpoint, connection lifetime, the loop that drives the simulation. |
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| `src/HSchool.ServiceDefaults` | Shared Aspire wiring: OpenTelemetry, health checks, service discovery, resilience. |
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| `src/HSchool.AppHost` | Aspire orchestration: which resources run and how they find each other. |
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| `src/HSchool.Client` | Vite + TypeScript + PixiJS renderer. |
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Dependency direction is one-way: `Protocol ← Simulation ← Server ← AppHost`. Nothing in
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`Simulation` knows about HTTP, and nothing in `Protocol` knows about ECS.
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## The tick
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`GameLoopService` wakes on a `PeriodicTimer` at the configured rate (20 Hz by default) and, for
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each wake-up:
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1. **Drains the command queue.** Join, leave and input all arrive from connection threads as
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`GameCommand` records. This is the only way anything mutates the world.
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2. **Steps the simulation** with a fixed delta (`1 / TickRate`), catching up at most 5 steps if the
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host stalled; a longer backlog is dropped with a warning rather than simulated in a burst.
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3. **Captures and broadcasts a snapshot.** One immutable buffer is shared by every connection.
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`GameWorld` is single-threaded on purpose: only the loop thread touches the Arch `World`.
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Everything else communicates through `GameCommandQueue` (inbound) and per-client outboxes
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(outbound). That is the whole concurrency model — if you find yourself wanting a lock, you are
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probably about to break it.
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## ECS layout
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Components are plain mutable structs in `HSchool.Simulation/Components`:
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- `Position`, `Velocity` — movement state.
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- `PlayerControl` — the latest input mask plus its sequence number and the owner's player id.
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- `Renderable` — kind, radius and colour; replicated verbatim to the client.
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- `NetworkId` — stable replication id, because Arch recycles entity ids.
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Systems implement `ISimulationSystem` and run in registration order:
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`PlayerInputSystem` (intent → velocity) → `MovementSystem` (velocity → position) →
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`WorldBoundsSystem` (clamp to the field). Adding a system means adding it to the array in
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`GameWorld`'s constructor — order is explicit, not discovered.
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## Connection lifetime
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1. The browser opens `/ws/game`; `ClientRegistry` assigns a player id.
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2. The client sends `Hello`; a version mismatch closes the socket.
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3. The handler enqueues a `Join` command and waits for the loop thread to spawn the avatar.
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4. The `Welcome` frame goes out, the client is marked ready, and only then does it start
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receiving snapshots — so world state never arrives before the client knows its own entity id.
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5. The receive loop turns `Input` into commands and answers `Ping` directly.
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6. On disconnect the client is removed from the registry and a `Leave` command despawns the avatar.
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Outbound frames go through a bounded channel per connection (32 frames, drop-oldest). A client
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that cannot keep up loses intermediate snapshots instead of stalling the loop.
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## Rendering
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The client buffers snapshots and renders ~100 ms in the past (`SnapshotBuffer`), interpolating
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between the two frames that straddle the render time. That is what turns 20 discrete server ticks
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into smooth motion at display refresh rate, at the cost of a fixed visual delay.
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`WorldRenderer` keeps one PixiJS `Graphics` per replication id, creates it on first sight and
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destroys it when the id disappears from a snapshot. The field is scaled to fit the viewport with
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letterboxing, so every player sees the same area regardless of window size.
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## Where to add things next
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- **New replicated component**: add the struct, extend `GameWorld.CaptureSnapshot`, extend the
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snapshot layout in [`protocol.md`](protocol.md) and both codecs, bump the protocol version.
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- **New system**: implement `ISimulationSystem`, register it in `GameWorld`, unit-test it against
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`GameWorld` directly — no server needed.
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- **Client-side prediction**: the input `sequence` already travels to the server; echo the last
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processed sequence back in snapshots, then replay unacknowledged inputs on the client.
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# Architecture
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The server owns the schools; the browser draws them. There is no game logic on the client, and
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there is no UI on the server.
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```
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┌───────────────────────────── Aspire AppHost ─────────────────────────────┐
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│ │
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│ ┌────────────────────────┐ HTTP /api/schools ┌──────────────────┐ │
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│ │ HSchool.Server │ ◄────── JSON ────────► │ HSchool.Client │ │
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│ │ │ │ (Vite + DOM) │ │
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│ │ GameLoopService 20 Hz │ WebSocket /ws/game │ │ │
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│ │ ├── GameCommandQueue│ ◄────── binary ──────► │ │ │
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│ │ ├── SchoolRegistry │ └──────────────────┘ │
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│ │ │ └── School │ │
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│ │ │ ├─ Clock│ │
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│ │ │ └─ World│ (Arch ECS, empty for now) │
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│ │ └── ClientRegistry │ │
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│ └────────────────────────┘ │
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│ │ OTLP logs / traces / metrics │
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│ ▼ │
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│ Aspire dashboard │
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└──────────────────────────────────────────────────────────────────────────┘
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```
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## Projects
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| Project | Role |
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| --- | --- |
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| `src/HSchool.Protocol` | Binary wire format. No dependencies, referenced by everything that talks to the socket. |
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| `src/HSchool.Simulation` | Schools, the game clock, the Arch ECS world. No ASP.NET, no sockets — this is what unit tests exercise. |
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| `src/HSchool.Server` | ASP.NET Core host: the menu API, the WebSocket endpoint, the loop that drives the schools. |
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| `src/HSchool.ServiceDefaults` | Shared Aspire wiring: OpenTelemetry, health checks, service discovery, resilience. |
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| `src/HSchool.AppHost` | Aspire orchestration: which resources run and how they find each other. |
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| `src/HSchool.Client` | Vite + TypeScript UI: main menu, creation form, the school screen. |
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Dependency direction is one-way: `Protocol ← Server → Simulation`. Nothing in `Simulation` knows
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about HTTP, and nothing in `Protocol` knows about schools.
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## Two channels, on purpose
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The menu is request/response — you list, create and delete saves — so it is plain REST over JSON.
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The school calendar changes twenty times a second, so it rides the binary WebSocket instead. Both
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are described in [`protocol.md`](protocol.md).
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## The tick
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`GameLoopService` wakes on a `PeriodicTimer` at the configured rate (20 Hz by default) and, for
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each wake-up:
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1. **Drains the command queue.** Create, delete, open, close and clock changes all arrive from
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request or connection threads as `GameCommand` records. This is the only way anything mutates a
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school.
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2. **Advances every running school** by a fixed delta (`1 / TickRate`), catching up at most 5 steps
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if the host stalled; a longer backlog is dropped with a warning.
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3. **Publishes the menu state** — an immutable `SchoolsState` the HTTP handlers read without
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blocking — and **pushes a clock frame** to every connection that has a school open.
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The registry is single-threaded on purpose: only the loop thread touches `SchoolRegistry` or any
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`School`. Everything else communicates through `GameCommandQueue` (inbound), the published state
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(menu reads) and per-client outboxes (outbound). If you find yourself wanting a lock, you are
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probably about to break it.
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Commands that a request must wait for — create, delete, name suggestion — carry a
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`TaskCompletionSource` the loop thread completes. That is how a POST gets its answer without ever
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touching a school itself.
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## Schools
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A `School` is one save: an id, a name, a `GameClock` and an Arch `World`. The world is empty
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today — pupils, rooms and staff land in it as the game grows — but it is created and destroyed
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with the school so ownership is never in question.
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`GameClock` moves while it is running, in fixed steps:
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`realSeconds × gameMinutesPerRealSecond × speedMultiplier`. At the defaults that is 5 game minutes
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per real second at ×1, with ×½, ×2, ×3 and ×4 as the other stops. The same number of ticks always
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produces the same date.
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**Every school runs on its own.** A new school starts living immediately and keeps going whether
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or not anybody is looking at it; only the player's pause button stops one, and that pause sticks
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until they press play again. Opening a school subscribes the connection to its clock frames and
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nothing more.
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The main menu therefore re-reads `GET /api/schools` once a second while it is on screen — that is
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how the cards tick. It patches the cards it already has instead of rebuilding them, so a refresh
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cannot land between a mouse-down and a click.
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## Connection lifetime
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1. The browser opens `/ws/game`; `ClientRegistry` assigns a client id.
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2. The client sends `Hello`; a version mismatch closes the socket.
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3. `Welcome` goes out with the tick rate and the school limit, and the client is marked ready.
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4. Opening a school enqueues `OpenSchool`; from the next tick on, clock frames arrive.
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5. `SetRunning` and `SetSpeed` drive the calendar; `CloseSchool` goes back to the menu.
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6. On disconnect the client is removed; the school it was watching keeps running.
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Outbound frames go through a bounded channel per connection (32 frames, drop-oldest). A client
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that cannot keep up loses intermediate clock frames instead of stalling the loop.
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## Where to add things next
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- **Something inside a school**: add components and systems around `School.World`, run them from
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`School.Tick`, and unit-test them against `School` directly — no server needed.
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- **More state on the cards**: extend `SchoolState` and the JSON response; the menu reloads from
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the server after every change, so nothing else has to know.
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- **Saving schools**: `SchoolRegistry` is the single owner of every school, so persistence hooks
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into create/delete plus a periodic snapshot from the loop thread.
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