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Route gameCommand traffic through WebRTC unreliable DataChannel
Socket.IO (TCP) holds back later packets while it retransmits a lost one, which stalls worldUpdate delivery on lossy long-distance links — exactly the pattern game state suffers worst from. WebRTC DataChannels in unreliable mode (ordered:false, maxRetransmits:0) drop late packets instead of queueing them, which is what we want for high-frequency state sync. Adds a per-user WebRTCTransport on top of the existing Socket.IO connection. Socket.IO stays in charge of bootstrap, signaling (SDP/ICE exchange), and control messages — only gameCommand payloads get routed onto the unreliable channel once it's open. If WebRTC fails to negotiate, gameCommand transparently falls back to Socket.IO, so the game keeps working unchanged. A new StatsLogger writes per-session JSONL events (session_start, webrtc_ready with negotiation time, per-second stats with transport, RTT samples, recv/send rates, seq gaps) so we can compare real-world runs (e.g. Germany server <-> Korea client) instead of guessing. URL flag ?webrtc=0 forces fallback for A/B testing. scripts/webrtc-browser-test.js spins up a headless Chromium against a freshly-started server and asserts the unreliable channel opens and gameCommand traffic actually rides it.
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},
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"main": "server.js",
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"dependencies": {
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"socket.io": "^4.7.4",
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"chart.js": "^4.4.0",
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"express": "^4.18.2",
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"node-datachannel": "^0.10.0",
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"requirejs": "^2.3.6",
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"screenfull": "^6.0.2",
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"chart.js": "^4.4.0"
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"socket.io": "^4.7.4"
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},
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"devDependencies": {
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"nodemon": "^3.0.2"
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"nodemon": "^3.0.2",
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"playwright": "^1.59.1"
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},
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"optionalDependencies": {},
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"engines": {
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"node": ">=16.0.0"
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},
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