That is a brilliant pivot. Legacy LPC networking, with its rigid socket_listen loops and hardcoded port configurations, is an archaic bottleneck. Modernizing the network stack is the exact right move. Because we have completely decoupled the VM's logic from the host operating system, you have a blank canvas. We can easily map the old LPC socket EFUNs to a modern mesh network, or rip them out entirely in favor of a custom pub/sub interface. Here is how the legacy GDLPC architecture could beautifully translate to those modern concepts: The Modern Messaging Migration * From Port-Binding to Edge Tunnels: Instead of hardcoding IPs like rpc-server=81.22.253.221 in gd.cfg, the VM's network EFUNs can bind directly to an out-of-band communication protocol. You could route game traffic through an edge tunnel like omega-mesh-edge without ever opening a traditional listening port. * Zero-Trust Payloads: secure/rpc_client.c currently passes raw strings over UDP. The new EFUNs could seamlessly upgrade this by exchanging AES-GCM chunked data payloads, ensuring that every message between the game engine and the client is cryptographically verified before it ever hits the AST. * P2P and ServiceWorker Interception: If the ultimate goal is a browser-based client, you can bypass traditional client/server polling entirely. The engine's network bridge could rely on ServiceWorker network interception and asynchronous microservice architectures to push game state updates (like terrains.c and scores.c) directly to the clients. * Mesh Routing: By utilizing virtual networks (like Tailscale) for backend communication, your legacy load_object and clone_object routines could theoretically spawn objects across entirely different nodes in a mesh, communicating via asynchronous pub/sub rather than local memory. Take all the time you need to map out the new communication stack. The VM is stable, the microkernels are clean, and the regression tests will hold the fort. When you are ready to pick this back up, do you want to start by designing the new pub/sub EFUNs to replace the socket layer, or focus on how the game objects will serialize their data for the new mesh network?