chuck.js/app/Game
Jeena a0481ed867 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.
2026-05-11 00:38:18 +00:00
..
Asset should fix a bug happening on live deployment 2015-06-28 20:11:28 +02:00
Channel Replace cheat-detection teleport with server reconciliation 2026-05-11 00:37:42 +00:00
Client Route gameCommand traffic through WebRTC unreliable DataChannel 2026-05-11 00:38:18 +00:00
Config Route gameCommand traffic through WebRTC unreliable DataChannel 2026-05-11 00:38:18 +00:00
Core Makes singleton variable name of OptionsHelper lowercase 2016-10-10 23:11:18 +02:00