Add MrGameEng.Net: WebSocket transport + delta component replication
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Browsers can't speak UDP, so WebSocket is the engine's one transport. The server side is a dependency-free RFC 6455 implementation over TcpListener (handshake, frame codec with masking and fragmentation, ping/pong — unit-tested against the RFC example vectors); the client wraps ClientWebSocket, which works on desktop and maps to the browser WebSocket in Blazor WASM. Both sit behind the poll-based INetConnection so simulation systems drain messages from their own thread; client sends are chained fire-and-forget (no blocking — wasm-safe). Replication is server-authoritative: games register unmanaged component types in a ReplicationSchema (same order both sides, up to 32 types), ReplicationServer snapshots entities carrying NetId once per send and ships each connection only the components that changed since its last snapshot — a reliable ordered transport needs no acks for deltas. New connections receive the full state through the same path; despawns are tracked by set difference. ReplicationClient applies snapshots to a local EntityStore and raises EntitySpawned so the game can decorate replicated entities with presentation components. Covered by 16 tests including a real loopback exchange between WebSocketClient and WebSocketServer. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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using Friflo.Engine.ECS;
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namespace MrGameEng.Net;
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/// <summary>
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/// Marks an entity as replicated and identifies it across the network. The server assigns
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/// values (see <see cref="ReplicationServer.NextNetId"/>); the client creates a local
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/// entity with the same <see cref="Value"/> when the first snapshot arrives.
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/// </summary>
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public struct NetId : IComponent
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{
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/// <summary>Network-wide entity id, unique per server world.</summary>
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public int Value;
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}
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