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!