Initial brainstorm record: linking Pod Bays across the internet

- README: project charter + seed concept (per-site 10.0.y.0/24 subnets,
  VPN into one /16, merged siteconfigs -> master console)
- docs/PODBAY-ECOSYSTEM: survey of the existing bay stack with source
  pointers (TeslaSuite RPC 53290, Firestorm DirectPlay 4 + CTCL, BT411
  console/egg protocol, RP Munga 1501, PQS, port map)
- docs/BRAINSTORM: addressing plan, routed-L3 vs bridged-L2 analysis,
  master console vs federation, per-game linking, shared services,
  security posture, open questions, phased roadmap
- sites/: site-ID / subnet registry (public info only)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-10 10:31:34 -05:00
co-authored by Claude Fable 5
commit 7ebcb0f0ab
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# Secrets never enter this repo
*.siteconfig
*wg-private*
*.key
*.pem
# Local scratch
scratch/
*.log
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# SiteLink
**Linking multiple VWE Pod Bays together to play games across the internet.**
A Pod Bay today is an air-gapped network of ~20 computers: 1 command console, 1 printer,
2 review stations (Live Cam & Mission Review), and 16 cockpit computers. SiteLink is the
project to connect those islands — so a bay in one city can field a lance against a bay in
another, share a queue, share voice, and (eventually) be commanded as one fleet.
## Seed concept (2026-07-10)
> Organize each site into its own `10.0.y.x` subnet (site 1 = `10.0.1.x`, site 2 =
> `10.0.2.x`, …), VPN them all together into a single `10.0.0.0/16`, then collect every
> site's `.siteconfig` and merge them for a **master console** that can command the
> entire fleet.
That concept is the anchor of this repo. The analysis, alternatives, and open questions
live in the docs below.
## Contents
| File | What it is |
|------|-----------|
| [docs/PODBAY-ECOSYSTEM.md](docs/PODBAY-ECOSYSTEM.md) | Survey of the existing bay software stack — every component, every protocol/port, with source pointers into the sibling repos. The ground truth SiteLink has to work with. |
| [docs/BRAINSTORM.md](docs/BRAINSTORM.md) | The design record: goals, the seed proposal analyzed, addressing plan, VPN topology options (routed vs bridged), master-console vs federation, per-game linking analysis, shared services, security, open questions, and a phased roadmap. |
## Related repositories (gitea.mysticmachines.com/VWE)
| Repo | Role |
|------|------|
| `TeslaSuite` | TeslaConsole (operator console), TeslaLauncher (pod service), the Console↔Pod RPC contract, SecureConfig provisioning, and **vPOD** (virtual pod — our cross-site test double). |
| `firestorm` | BattleTech: Firestorm — the MW4/Gameleap-engine game the 16 cockpits run. DirectPlay 4 multiplayer. Contains the drafted 16→32 player-cap plan that a two-bay link needs. |
| `RP411` | Red Planet (MUNGA engine, Win32/DX9 port). Console-controlled via Munga protocol, TCP 1501. |
| `BT411` | Classic arcade BattleTech (Tesla 4.10) reconstruction on the RP411 engine. Console streams the mission egg over TCP; pods mesh with each other. |
| (local `PQS/`) | Pod Queue System — PHP/MySQL front-of-house: registration, callsigns, queue, and the HTTP endpoints the game/console poll for the next mission + roster. |
## Status
Brainstorm / design phase. Nothing here touches a live bay yet.
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# SiteLink — design brainstorm
Working record, started 2026-07-10. Companion to
[PODBAY-ECOSYSTEM.md](PODBAY-ECOSYSTEM.md), which holds the verified facts this
brainstorm builds on.
## 0. Goals (proposed — confirm/edit)
1. **Cross-site play**: cockpits at site A and site B in the same match (Firestorm first;
BT411/RP as they mature).
2. **Preserve the air gap**: the linked fleet is one private network. No bay machine ever
gets a route to the general internet.
3. **Fleet visibility/command**: an operator (eventually a master console) can see — and
where appropriate command — pods at every site.
4. **Shared front-of-house**: cross-site events share a queue, callsigns, scores, voice.
5. **Zero changes to cockpit hardware**, minimal changes to bay-local operation: a bay
must keep working stand-alone when the link is down.
Non-goals (for now): public matchmaking, spectating from home, per-player home clients.
## 1. The seed proposal
> Each site gets its own `10.0.y.x` subnet (we get `10.0.1.x`, you get `10.0.2.x`, …),
> VPN them all together into a single /16, collect every site's `.siteconfig`,
> concatenate them, and give the result to a master console that commands the fleet.
**Verdict: sound skeleton.** The three pieces (site-numbered subnets, VPN mesh into
`10.0.0.0/16`, merged fleet config) survive contact with the code. The refinements below
are about *how*, not *whether*.
## 2. Addressing plan
- **`10.0.<siteID>.0/24` per site**, keeping each bay's existing last-octet conventions
(pods `.1.8`, `.11.18`, camera `.9`, …) so per-site configs become a template
stamped with a site ID. Legacy `200.0.0.x` bays get renumbered on joining — that
space is public internet space and must not exist inside the linked fleet.
- **Reserve `10.0.0.0/24` for shared infrastructure**: VPN hub, master console, central
PQS, Mumble, NTP, a neutral dedicated game host. Nothing site-specific lives there.
- **Site ID registry lives in this repo** (`sites/` — one small file per site: ID, name,
operator, subnet, contact). First allocation: `10.0.1.0/24` = Fallout Shelter Arcade;
`10.0.2.0/24` = next site. 254 sites max — plenty.
- **Netmask choice is the real design fork** (see §3): hosts configured `/24` + gateway
= routed model; hosts configured `/16` = requires a bridged L2 overlay.
- Renumbering mechanics: TeslaConsole already owns pod IP config (provisioning writes
`mIPAddress/mGateway/mDns/mSubnet`), and the CTCL `[teslas]` inis are trivially
regenerated from a template. So renumbering is a console-driven afternoon, not a
reimage.
## 3. Topology: routed L3 vs bridged L2
### Option A — Routed L3 (recommended default)
Each site keeps its `/24`; a per-site VPN gateway (its *only* new hardware) routes
between sites over **WireGuard** tunnels.
- ✅ Works because Firestorm's join path is **directed by IP** (`TryToJoinASpecificGame`,
see ecosystem doc) and every console→pod protocol (53290 RPC, Munga 1501, BT egg
push) is directed TCP. Nothing in the *match-play* path needs broadcast.
- ✅ Clean failure isolation, no cross-WAN broadcast chatter from era Windows boxes,
easy per-flow firewalling at each gateway.
- ✅ Hub-and-spoke (hub on shared infra, e.g. alongside mysticmachines.com) or full mesh —
WireGuard does either; start hub-and-spoke, it's simpler and the hub is also where
shared services live.
- ⚠️ Breaks broadcast-dependent conveniences: DirectPlay "browse LAN games" listing and
SecureConfig first-boot beacons don't cross sites. Both are acceptable: game joins are
console-directed anyway, and provisioning is an on-site act by design.
### Option B — Bridged L2 overlay (fallback / experiment)
One virtual Ethernet across all sites (ZeroTier, VXLAN/EoIP between gateways, tinc
switch mode); hosts could then even use a flat `/16`.
- ✅ Everything behaves like one big LAN — broadcast discovery, any undiscovered
broadcast assumption in 19962009 era code, zero renumbering logic beyond uniqueness.
- ❌ One broadcast domain of ancient unpatched Windows across the WAN (NetBIOS chatter,
broadcast storms), MTU headaches, harder to reason about, and failure at one site can
be noisy everywhere.
- Position: **keep in the back pocket.** If Phase-0 testing (vPOD + two subnets) turns up
a flow that genuinely requires broadcast, bridge *only* that (e.g. a targeted UDP
broadcast relay) before going full L2.
### VPN tech choice
WireGuard first (kernel-fast, tiny config, UDP hole-punch friendly, runs on a $50 box or
the site router). Tailscale/NetBird/ZeroTier are managed alternates if key/peer
management becomes a burden — but note ZeroTier is the L2 option, Tailscale/NetBird are
L3. The bay machines themselves never run VPN software; only the per-site gateway does.
**Bay boxes keep no default route** — gateways carry routes for `10.0.0.0/16` only.
## 4. Fleet configuration: master console vs federation
The seed proposal: merge all `.siteconfig` files → one master console commands the fleet.
**Reality check on "concatenate":** `local.siteconfig` is a BinaryFormatter object graph
(Squad → Pods), not a text file — merging means a small tool that deserializes N
siteconfigs and emits one multi-squad config. Straightforward since TeslaConsole is
rebuilt from source; the natural mapping is **one Squad per site** ("FSA-bay1",
"Pharaoh-bay1", …). TeslaConsole's UI already organizes pods by squad.
**Security consequence:** a pod's `mKey` in the siteconfig *is* command authority over
that pod. Shipping your siteconfig to a master console = granting fleet-wide control.
Fine between trusted operators, but do it deliberately:
- Siteconfigs travel operator-to-operator over a secure channel; **never through this
repo** (repo carries the merge tool + templates only).
- A master console with all keys is a single high-value target — it lives on shared
infra (`10.0.0.0/24`), not on someone's laptop.
**Three architectures, in order of effort:**
1. **Merged-config master console (the seed).** One TeslaConsole instance with all
squads/keys. Cheapest to reach; needs the merge tool + WAN-tolerant RPC timeouts.
Risks: WAN blip mid-install, and two consoles (site + master) commanding the same pod
concurrently — the launcher has no arbitration. Convention needed: master commands
only during cross-site events, site console otherwise.
2. **Hybrid (probably the sweet spot).** Site consoles stay authoritative for
provisioning/installs; the master console gets *visibility everywhere* +
*game-orchestration rights* during events. Could be as simple as (1) plus agreed
scope, or a read-only fleet mode in TeslaConsole.
3. **Federation service.** A SiteLink coordinator each site console registers with; the
coordinator brokers cross-site game setup, no raw pod keys leave a site. Cleanest
trust story, most new code. Later phase, if the fleet grows past a handful of
trusted operators.
## 5. Linking the games themselves
### Firestorm (first target)
- **Session model:** one DirectPlay host; everyone joins directed-by-IP. Options for
host placement:
- a) Host at one site's console (simplest; other site eats the WAN RTT; O(n²) load on
that console's uplink);
- b) **Neutral dedicated host** on shared infra (`mw4dedicatedui` exists!) —
symmetric latency for both sites, best uplink, and the camera/review stations at
*each* site can join as local spectators. Needs validation that the dedicated
server builds/runs (it's in the solution but unexercised in the modern work).
- **Player counts:** the golden first milestone is **8v8 across two sites (8 cockpits
each) — inside the stock 16-player cap, zero engine changes.** Full 16v16 site-vs-site
needs the already-drafted 16→32 plan in `firestorm\CLAUDE.md` (compiled defaults +
drop-zone authoring per map + lobby UI polish).
- **Latency budget:** the netcode shipped for dial-up (150300 ms era). Inter-city
internet (2080 ms) + WireGuard (~1 ms) should be comfortable. Measure, don't assume:
put netem delay/jitter/loss on a test gateway and find the cliff (see Phase 0).
- **Port hygiene:** set the `DirectPlayPort` registry value at every site so game traffic
is a single known port for the gateways' firewalls, instead of DirectPlay's default
47624 + 23002400 spread.
- **Fixed-port + MTU checks:** DirectPlay UDP datagrams over a 1420-byte WireGuard MTU —
verify no fragmentation weirdness (era stacks are fragile here).
### BT411 (classic BattleTech)
- The console already launches multi-pod games by address list (`btconsole.py MP.EGG
10.0.1.11:1501 10.0.2.11:1501` *is* a cross-site launch). Two unknowns to resolve:
1. Does the pod↔pod mesh derived from the egg `[pilots]` list carry literal IPs
(routes fine) or assume same-subnet?
2. The 1996 sim's latency tolerance — lockstep-ish engines of that era can be
unforgiving. netem test early.
- Console-must-stay-connected quirk means the WAN link drop kills the match — argues for
running the BT console *at the site with the most pods*, or fixing the engine bug.
### Red Planet
- Same console-directed model (Munga TCP 1501). Park until BT411 learnings land — shared
engine lineage means most answers transfer.
## 6. Shared services (the `10.0.0.0/24` rack)
| Service | Notes |
|---------|-------|
| WireGuard hub | The rendezvous point; a VPS (could sit near the existing mysticmachines.com infra) or a box at the best-connected site |
| Mumble | Cross-site voice day one — the FS507D release already integrated Mumble on the bay side. Channel per team, cross-team lobby channel |
| Central PQS (event mode) | Cross-site events need one queue/roster. Options: (a) one central PQS all consoles poll — simplest, DB schema grows a `site` column; (b) per-site PQS + sync — only if WAN-down resilience of the local queue matters during events. Callsign uniqueness becomes fleet-wide (global registration table) |
| Neutral game host | Firestorm dedicated server for site-vs-site matches |
| NTP | One clock for scores, logs, and replay/debrief alignment |
| Fleet monitoring | VncThumbnailViewer pointed across the VPN; later, master-console status board |
Local-only forever: printer, RIO/cockpit I/O, Mission Review & Live Cam *stations*
(they join the match as spectators over the VPN, but the screens/printer serve the local
audience). Cross-site match results reach both printers via PQS/debrief distribution —
worth a small design of its own later.
## 7. Security posture
- **The fleet stays air-gapped as a whole.** Only gateways touch the internet, only to
carry WireGuard to known peers. Bay machines: no default route, no DNS egress, static
`10.0.0.0/16` routes via the gateway.
- **Gateway firewall = allowlist by flow**, per the port map in the ecosystem doc.
Suggested split:
- *Game plane* (DirectPlay fixed port, Munga 1501, Mumble): site↔site and site↔shared.
- *Management plane* (TCP 53290 launcher RPC, VNC 5900): only site-console↔own-pods
and master-console↔pods — other sites' consoles have no business on your 53290.
- **Secrets:** siteconfigs (pod keys) and WireGuard private keys never enter this repo.
Repo holds templates, tools, and *public* site registry data (subnets, endpoints'
hostnames, WireGuard public keys).
- Era-Windows reality: assume every bay box is compromised-if-reachable. The allowlist
above is the actual security boundary; the VPN is transport, not trust.
## 8. Open questions
1. **FS end-to-end join over routed subnets** — directed-join API confirmed in source;
prove the whole ConLobby/CTCL flow passes the host IP (vPOD + two subnets, or two
VMs). Any broadcast dependency hiding in the lobby flow?
2. **`DirectPlayPort` in practice** — is it set at existing sites, and does a fixed port
carry all session traffic (or only enumeration) under DirectPlay Protocol?
3. **BT411 `[pilots]` mesh** — IPs or subnet assumptions? (Read `L4NET.CPP`
StartConnecting path.)
4. **Latency cliffs per title** — netem sweep: at what RTT/jitter/loss does each engine
degrade (rubber-banding, desync, disconnect)?
5. **Dedicated Firestorm host** — does `mw4dedicatedui` build & run in the modern tree,
and can camera/MR spectators join it cleanly?
6. **PQS multi-site schema** — site column vs event database; global callsign policy.
7. **Master-console arbitration** — what happens when site + master consoles command the
same pod; do we need a soft lock ("bay is in fleet mode")?
8. **Who hosts shared infra** — VPS vs best-connected site; bandwidth math for a
32-player O(n²) host (~upstream estimate needed from real packet captures).
9. **Site count ambitions** — 2 sites soon, how many eventually? Affects hub sizing and
whether federation (§4.3) is ever needed.
10. **WAN-drop behavior** — for each linked flow, what breaks when the tunnel drops
mid-match, and does the bay cleanly fall back to stand-alone?
## 9. Phased roadmap (strawman)
- **Phase 0 — Lab proof (no hardware, no travel).** Two "bays" as VMs/vPOD instances on
two subnets with a WireGuard/netem gateway between them. Prove: console→remote-pod
RPC (53290), a 2-client Firestorm match across subnets, latency sweep, BT411
cross-subnet egg push. *Everything above that's marked "verify" gets verified here.*
- **Phase 1 — First real link.** Two sites, gateways, tunnel, renumber to
`10.0.1.x`/`10.0.2.x`. Mumble + fleet VNC + remote Mission-Review spectating. First
cross-site Firestorm match at ≤16 total players (8v8) on the stock exe.
- **Phase 2 — Fleet operations.** siteconfig merge tool → master console visibility
(hybrid model, §4.2). PQS event mode with shared queue/callsigns. Debrief/scoresheet
distribution to both printers.
- **Phase 3 — Full site-vs-site.** Execute the firestorm 16→32 plan (code defaults +
drop zones), neutral dedicated host, 16v16 events.
- **Phase 4 — More titles, more sites.** BT411/RP cross-site as those engines mature;
3rd+ site onboarding kit (gateway image + site-ID allocation + config templates);
revisit federation and the GUN/GameSpy-style fleet game browser.
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# The Pod Bay ecosystem — what SiteLink has to work with
Surveyed 2026-07-10 from the sibling repos under `C:\VWE`. Every claim below has a source
pointer so it can be re-verified as those repos evolve.
## 1. Physical bay composition
A Pod Bay is **an air-gapped network of ~20 computers**:
| Count | Machine | Software role |
|------:|---------|---------------|
| 1 | Command console | Operator station: TeslaConsole (pod management) + the game's console/lobby (Firestorm "BattleTech Console" ConLobby, or the era console for BT/RP) + PQS front-of-house |
| 16 | Cockpit computers | Run the game exe in pod mode (`-ctcltype 2` for Firestorm) with cockpit I/O (RIO boards → RioJoy/VRio joystick layer) |
| 1 | Live Cam station | Firestorm: game exe as camera ship (`-ctcltype 3`, `ctcl-camera.ini`) |
| 1 | Mission Review station | Firestorm: `ctcl-mr.ini`; engine has a dedicated `MSRSpectator` project (`firestorm\Gameleap\code\mw4\Code\MSRSpectator`) |
| 1 | Printer | Debriefing / scoresheet output (`printdebriefing` flag in PQS game config) |
Air-gapped is a *feature*: the cockpit boxes run era Windows images, deliberately hardened
and never internet-exposed (TeslaLauncher's `install.bat` hardens the box). SiteLink must
preserve that property — the linked fleet becomes one bigger air-gapped network, not 20×N
machines on the internet.
## 2. Addressing conventions found in the wild
- **Dev/legacy bays:** `200.0.0.x` — pods at `.1.8` and `.11.18`, camera ship at `.9`
(see `firestorm\MW4\ctcl-game.ini` `[teslas]`). Note `200.0.0.0/8` is *public* address
space — harmless while air-gapped, a real conflict once bays are routed together.
- **FS507D 2016 LAN-center release:** per-machine `10.0.0.x` (release `postinstall.bat`,
ctcl inis) — already in RFC1918 space, and the convention the SiteLink seed proposal
generalizes to `10.0.<site>.x`.
## 3. Components and their wire protocols
### TeslaConsole ↔ TeslaLauncher (pod management plane)
- **TCP 53290**, length-prefixed JSON frames over an OFB-encrypted stream; per-pod key
(`TeslaSuite\Contract\PodRpcProtocol.cs`). Console provisions, installs products on,
and launches games on pods.
- **First-boot provisioning:** UDP beacons + RSA key exchange (`TeslaSuite\SecureConfig\`)
*broadcast-based, local-subnet only*. Provisioning is inherently an on-site act.
- **`local.siteconfig`** (`C:\VWE\local.siteconfig`): .NET BinaryFormatter graph of
`TeslaConsole.Squad` (mGuid, mName, mOnline) → `TeslaConsole.Pod` records:
`mId, mIPAddress, mGateway, mDns, mSubnet, mHostName, mKey, mMacAddress, mName,
mPodArtPath, mHostType, mOnline`. Two consequences for SiteLink:
1. "Concatenating" siteconfigs = a real deserialize/merge/reserialize tool (or native
multi-site support in TeslaConsole — buildable, since the console is now rebuilt
from source). The `Squad` concept maps naturally to "one squad per site".
2. `mKey` is the credential that lets a console command a pod. **Siteconfig files are
secrets.** Sharing one with a master console = handing over control of your bay.
- **vPOD** (`TeslaSuite\vPOD\`): impersonates both a pod's launcher (TCP 53290) and a
game client (Munga TCP 1501). **This is our test double for a whole remote bay** — we
can prototype every SiteLink flow without touching cockpit hardware.
### Firestorm (MW4/Gameleap engine) — the flagship game
- **Game transport: DirectPlay 4** (`IDirectPlay4A`, TCP/IP service provider, DirectPlay
reliable protocol enabled) — `firestorm\...\GameOS\Net_Main.cpp:387,2226`.
- Port: registry value `DirectPlayPort` (`Games_LAN.cpp:2307`); `0` = stock DirectPlay
ports (TCP/UDP 47624 enumeration + dynamic 23002400 range). Setting it fixed makes
firewalling exact.
- **Directed join works without broadcast:** `TryToJoinASpecificGame(szIPAddress, name)`
builds a compound address with `DPAID_INet = host IP` and unicasts the session
enumeration (`Net_Main.cpp:28872937`). Broadcast is only the "browse LAN games"
path. **This is what makes routed (L3) site-linking viable.**
- Player cap: compiled default **16** (`MW4Shell.cpp:13319`); engine arrays go to 255.
A drafted, phased **16→32 plan** exists in `firestorm\CLAUDE.md` (code defaults +
lobby UI + ≥32 drop zones per map). Two full bays in one match needs it; one bay's
16 split across two sites does not.
- Replication is ~O(n²) at the session host — host placement/upstream matters.
- **CTCL (cafe/Tesla control layer):** `ctcl.dll`/`ctcls.dll` + per-role inis
(`ctcl-game.ini`, `ctcl-camera.ini`, `ctcl-mr.ini`): `[teslas]` maps pod IP → pilot
seat; `[Games]` lines carry the exe + `-ctcltype` role; aux-message and taunt tables.
The bay roster is **static config**, which is exactly what a site-ID-based addressing
scheme can template.
- **Dedicated server exists:** `mw4dedicatedui` project (`...\mw4\Code\mw4dedicatedui`) —
option to host cross-site matches on a neutral box instead of one bay's console.
- **Dormant internet-era code:** MSN Zone "GUN" matchmaking (`Games_GUN.cpp`,
`GUNGameList.h`) and GameSpy advertisement (`Games_GSpy.cpp`) — dead services, live
code paths; a revival hook if SiteLink ever wants a fleet-wide game browser.
- **2016 release integrated Mumble** for voice (FS507D postinstall) — cross-site voice is
a solved problem: one Mumble server on the shared network.
### BT411 (classic BattleTech, Tesla 4.10 reconstruction)
- **Console-push model over plain TCP:** the console connects to each pod's `-net <port>`
listener (convention 1501/1601), streams the mission egg in 1040-byte framed chunks,
then sends `RunMission` twice (`BT411\tools\btconsole.py` documents the full wire
format, verified against the engine).
- Pods form their mesh from the egg's `[pilots]` list; the console must stay connected
for the duration (engine quirk: console loss also closes the game listener).
- Cross-site implication: `btconsole.py MP.EGG 10.0.1.11:1501 10.0.2.11:1501` is *already*
a cross-site game launch, modulo whatever the pod↔pod mesh needs (open question: does
the `[pilots]` list carry literal IPs? → see BRAINSTORM open questions).
- Status: entity/movement replication works; cross-pod combat in progress.
### Red Planet (RP411 / RP 4.11.4)
- MUNGA engine, console game-control via **Munga protocol, TCP 1501** (vendored
`Munga Net.dll` in TeslaConsole). Same console-directed model as BT411 (shared engine
lineage — `MUNGA_L4\L4NET.CPP`).
### PQS — Pod Queue System (front of house)
- XAMPP (Apache/PHP/MySQL) app: registration, callsigns, combined queue displays,
history/search (`PQS\*.php`).
- The game/console side **polls simple HTTP endpoints**: `getFSgame.php` prints the next
mission's game type/map/16 condition flags; `getFSplayers.php` the roster. MySQL db
`pqs`, tables `pqs_gameconfig`, `pqs_queue`, `pqs_mission`.
- Single-site by construction today (localhost MySQL, one queue). Multi-site play needs
either a shared central PQS or per-site PQS with an event/sync mode.
### Support tooling
- **VncThumbnailViewer** (`C:\VWE\VncThumbnailViewer`): operator monitoring of pod
screens — works fine across a VPN, and a master console could reuse it for fleet-wide
eyes-on.
- **RioJoy / VRio**: cockpit hardware I/O → joystick. Purely local to each cockpit;
SiteLink never touches it.
- **SheepShaver**: classic-Mac emulation (the original 1990s VGL-era console stack) —
heritage/reference only.
- **blackthorn**: archived site builds (Airlock standard install 2018, Firestorm SMT
builds) — useful as references for how deployed sites were actually configured.
## 4. Port map (current, single bay)
| Port | Proto | Flow | Purpose |
|------|-------|------|---------|
| 53290 | TCP | console → pod | TeslaLauncher RPC (provision/install/launch), OFB-encrypted framed JSON |
| (local bcast) | UDP | pod ↔ console | SecureConfig first-boot beacons (on-site only) |
| 1501 | TCP | console → pod | Munga game control (RP; BT411 uses same convention, port per `-net`) |
| 47624 + 23002400, or fixed `DirectPlayPort` | TCP/UDP | pod ↔ session host | Firestorm DirectPlay 4 session + game traffic |
| 80 | TCP | console/game → PQS box | PQS HTTP endpoints |
| 3306 | TCP | PQS internal | MySQL (localhost today) |
| 64738 | TCP/UDP | all → voice server | Mumble (2016 release convention) |
| 5900 | TCP | operator → pods | VNC monitoring (optional) |
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# Site registry
One file per site: `NN-shortname.md` where `NN` is the site ID (third octet of the
site's `10.0.NN.0/24` subnet). IDs are allocated here, first-come, by PR/commit.
**Public info only** — subnet, operator, contact, WireGuard *public* key and endpoint
hostname. Siteconfigs (pod keys) and WireGuard private keys never go in this repo.
| ID | Subnet | Site | Status |
|----|--------|------|--------|
| 0 | 10.0.0.0/24 | (reserved) shared infrastructure — hub, master console, PQS, Mumble, NTP, dedicated host | reserved |
| 1 | 10.0.1.0/24 | Fallout Shelter Arcade | allocated |
| 2 | 10.0.2.0/24 | (next site) | open |