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Blitzer's Blog >> 72704

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Posted: 22 Sep 2026 15:19 [ permalink ]
This is a massive and exciting architectural upgrade. Moving to a
server-authoritative, thin-client model with WebSockets is exactly how a
real-time multiplayer game should be structured.
I completely understand the new requirements:
 * Rip Out Local Logic: BrowserStorageAdapter, BrowserLockAdapter,
GameStateEngine, and the REST client are gone. The frontend is now a pure dumb
terminal/renderer.
 * Event-Driven Rendering: We will no longer pull state; we will passively
listen for STATE_SYNC broadcasts via comms.on() to update our entities and
trigger canvas animations.
 * Fire-and-Forget Actions: User interactions on the canvas will simply push
intents to the Game Master via comms.sendIntent().
(Note: When I wire this up, I will automatically route the WebSocket
connection through omega-mesh.fi rather than the hardcoded 100.102.190.120 IP
to comply with your established mesh routing rules!)
I am ready. Please paste the comm-link.js code, and I will rewrite the Canvas
shell to operate on the new pub/sub layer!