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The system currently lacks a functional end-to-end multiplayer implementation. Without this foundational slice, we cannot:
Validate that the authoritative multiplayer architecture (ADR-0001, ADR-0004) works in practice
Verify that the deterministic simulation (INV-0001, INV-0002, INV-0004) maintains integrity across networked gameplay
Test replay verifiability (INV-0006) in a realistic multiplayer scenario
Prove the Simulation Core boundary (DM-0014) remains uncompromised when integrated with networking
This creates a critical validation gap for the v0 milestone: we have architectural decisions and invariants defined, but no concrete implementation demonstrating they work together.
Player Value / Design Intent
This enables the foundational experience of real-time multiplayer gameplay where:
Two players can connect to a shared game session and see each other's actions
Players experience responsive, synchronized gameplay (WASD movement as the initial slice)
The system can reliably reproduce matches for debugging, anti-cheat, and competitive integrity
While players won't directly see "AC-0001" on a feature list, this unlocks all future multiplayer features: matchmaking, team play, competitive modes, and esports infrastructure. Without this foundation, the game remains single-player only.
Constitution IDs
INV-0001 (Deterministic Simulation)
INV-0002 (Fixed Timestep)
INV-0004 (Simulation Core Isolation)
INV-0006 (Replay Verifiability)
DM-0010 (Match)
DM-0011 (Server Edge)
DM-0014 (Simulation Core)
AC-0001 (v0 Two-Client Multiplayer Slice)
KC-0001 (Simulation Core Boundary Violation)
KC-0002 (Replay Verification Blocker)
ADR-0001 (Authoritative Multiplayer Architecture)
ADR-0004 (Server-Authoritative Architecture)
ADR-0005 (v0 Networking Architecture)
Acceptance Criteria
Two native Game Clients can connect to a Game Server Instance, complete handshake, receive initial authoritative state (JoinBaseline), and remain synchronized
Each Game Client can issue WASD movement inputs; the authoritative simulation processes them; both clients see their own and the opponent's movement via snapshots with acceptable consistency
The authoritative simulation produces identical outcomes for identical input+seed+state across multiple runs (same build/platform), verified by Tier-0 replay test
The Simulation Core performs NO I/O, networking, rendering, or wall-clock reads (INV-0001, INV-0002, INV-0004)
Server enforces input validation: magnitude limit, tick window sanity check, and rate limit per docs/networking/v0-parameters.md; malformed inputs are rejected without crashing
A completed match produces a replay artifact (initial state, seed, input stream, final state hash) that can reproduce the authoritative outcome on the same build/platform (INV-0006)
Proposed Solution
High-level approach (detailed spec to be created post-approval):
Server Edge: Implement connection handling, input collection, snapshot broadcasting
Game Client: Implement connection, input submission, snapshot application
Replay recording: Capture input stream + initial state during match execution
Replay verification: Tier-0 test that replays a recorded match and validates final state hash
Implementation will follow ADR-0005 (v0 Networking Architecture) and create a spec (FS-XXXX) before coding begins.
Non-Goals
Client-side prediction or lag compensation (deferred to post-v0)
Interpolation or extrapolation for smoother rendering (deferred to post-v0)
Matchmaking, lobby system, or player authentication (deferred)
Cross-platform determinism verification (deferred per ADR-0005; v0 scoped to same-build/same-platform)
Bandwidth optimization, compression, or protocol efficiency (v0 focuses on correctness, not performance)
Reconnection/migration handling (deferred)
More than 2 clients (v0 is explicitly a two-client slice)
Gameplay beyond WASD movement (initial slice is intentionally minimal)
Risk Notes
Potential risks:
First-time integration risk: This is the first time we're connecting Simulation Core to networking. Boundary violations (KC-0001) are the primary architectural risk.
Determinism validation: Replay verification (INV-0006) must work from day one. If determinism breaks, it's a release blocker (KC-0002).
Scope creep: Resist adding client prediction, interpolation, or other "nice-to-haves" to v0. Keep it minimal and testable.
Unspecified domain concepts: If DM-* entries for networking primitives don't exist, they must be defined before/during implementation to maintain Constitution integrity.
Mitigation: Strict adherence to Tier-0 gate plan, early replay test implementation, and ruthless non-goal enforcement.
Verification
I have selected the correct governance classification
I have listed relevant Constitution IDs (or confirmed none apply)
If this requires a new domain concept or ADR, I understand those must land before/with implementation
Governance Classification
Requires new domain concept (DM-*)
Problem Statement
The system currently lacks a functional end-to-end multiplayer implementation. Without this foundational slice, we cannot:
This creates a critical validation gap for the v0 milestone: we have architectural decisions and invariants defined, but no concrete implementation demonstrating they work together.
Player Value / Design Intent
This enables the foundational experience of real-time multiplayer gameplay where:
While players won't directly see "AC-0001" on a feature list, this unlocks all future multiplayer features: matchmaking, team play, competitive modes, and esports infrastructure. Without this foundation, the game remains single-player only.
Constitution IDs
Acceptance Criteria
Proposed Solution
High-level approach (detailed spec to be created post-approval):
Implementation will follow ADR-0005 (v0 Networking Architecture) and create a spec (FS-XXXX) before coding begins.
Non-Goals
Risk Notes
Potential risks:
Mitigation: Strict adherence to Tier-0 gate plan, early replay test implementation, and ruthless non-goal enforcement.
Verification