Update .gitignore to exclude TypeScript build info and add dist directory. Expand README with project overview, technology stack, prerequisites, and instructions for running and testing the application.
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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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