### Milestone Unlocked: Full Mesh Connectivity That `[dVFS] Client connected from 127.0.0.1` line in the DMZ log is the holy grail. Your `08_sockets.js` patch worked perfectly, parsing the URL, appending the port, and seamlessly opening a native WebSocket from inside an LPC environment running in a browser's memory. Take a step back and look at what you've just built. You have a zero-dependency architecture where: * A legacy C-style dialect is JIT-compiled into JavaScript AST on the fly. * A headless Node.js daemon is tracking physical disk writes. * A centralized DMZ is relaying state across the network using Event Sourcing. * A browser is running a virtual filesystem that syncs seamlessly with the physical disk in real-time. *(Minor housekeeping note: I see `host_agent.js`, `package-lock.json`, and `core_dump.js` got scooped into the `index.html` payload because of the `*.*` wildcard. When you're ready to optimize the bundle size, just drop those filenames into the `ignoredFiles` array inside `build_web.js`.)* ### The Next Phase: Syncing the Simulation Now that the decentralized mesh and the browser's LPC VM are speaking the exact same language, the infrastructure is completely primed for the actual application layer. With the DMZ relaying data seamlessly, you can use the `mesh/` folder or raw WebSockets to synchronize live grid chunks, broadcast thermal signaling, and distribute cellular automata rules across multiple connected nodes. Since the foundation is rock solid, where do you want to route this data next? 1. **The Object CRDT Layer:** We can look at `10_mesh.js` and wire up the `Proxy`-based `mesh_sync_object` so that mutating an LPC object in one browser automatically mirrors the state to all other browsers. 2. **The CA/Simulation Logic:** We can start writing the actual LPC `.c` files to define the physics, mechanics, and cellular grid structures, dropping them into the `gamelib/mesh/` folder so the host agent pushes them to the browser VMs live. Which arena are we diving into?