Networking
Adventure Simulator deliberately avoids a continuously simulated MMO overworld. Most players interact with persistent places and people through ordinary strategic web pages, while a temporary private server is created only for real-time play.
Strategic experience
Being βinβ a settlement means that the character's persistent strategic location is that settlement. Many players can read and act there without sharing a real-time physics simulation.
Strategic actions use ordinary HTTP requests. Server-sent events refresh relevant page regions when persistent state changes, but the complete page remains usable through normal links and forms. Browsers never connect directly to SpacetimeDB or receive its credentials.
This model should scale by partitioning or replicating strategic services without changing the player-facing metaphor. A crowded city is primarily a busy shared bulletin board, not ten thousand networked bodies in one scene.
Tactical experience
A tactical server is provisioned for an immediate physical encounter. It is authoritative: clients send input and receive replicated state, with no peer-to-peer authority.
The current client and server communicate over WebSockets. Local animation may respond eagerly to input, but it cannot decide hits, movement, damage, enemy state, or mission completion. When the session ends, clients return to the strategic interface and only validated durable consequences are committed.
There is no PvP in the MVP. Future PvP should preserve the same priorities:
- a server-authoritative outcome;
- bounded advantage from dishonest client timing or precision;
- no requirement to persist tactical ticks in the strategic database;
- animation techniques that hide latency without granting authority.
Accounts and authorization
The desired product should let a new player begin with minimal account setup and attach recovery or identity credentials later. That product design is not the current authorization model.
The current local strategic surface uses a selected-character cookie and a trusted gateway identity. It must not be treated as a public multi-user account system until explicit player-to-character ownership is implemented.
See Architecture for the current transport, credential, subscription, and tactical lifecycle boundaries.