# 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: backburnered — see §6.) 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..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. **Scale reality (2026): 6 active pod bays, fewer than 120 cockpits in existence** — 254 site IDs is beyond generous, and every topology choice below can assume single-digit sites. - **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 1996–2009 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. **The merge tool exists:** [`tools/SiteConfigMerge`](../tools/SiteConfigMerge/README.md) decodes `.siteconfig` files and emits one `master.siteconfig`, renaming every squad **`-`** ("FSA-bay1", "Pharaoh-bay1", …) — one squad group per site, which TeslaConsole's UI already organizes naturally. Pod records pass through byte-for-byte; verified against the real TeslaConsole 4.11.4.1 loader. **The operating model (settled 2026-07-10): event-scoped authority handover.** When a SiteLink event runs, **every participating site willingly hands console authority to the central console for the duration of the event** — concretely, by contributing its `.siteconfig` to the merged master. Outside events, each site console is authoritative over its own bay. Notes that keep this clean: - The pod keys inside a siteconfig have no practical value outside the bay's air-gapped network (anyone with bay access has the file anyway) — handing the file over *is* the handover ceremony, not a security event. - Siteconfigs change over time, so they are exchanged fresh per event and are not stored in this repo (tools only). - Nothing *enforces* the handover — TeslaLauncher has no arbitration if a site console and the central console command the same pod concurrently. Convention: site consoles stand down for the event window. A soft "event mode" lock in TeslaConsole is a nice-to-have if the convention ever gets violated in practice. - Remaining technical to-do for the central console: WAN-tolerant RPC timeouts, and it should live on shared infra (`10.0.0.0/24`) with a decent uplink. **Federation (a coordinator service so raw keys never leave a site) is off the table** at current scale — 6 bays run by trusted operators doesn't need it. Recorded here only in case the fleet's trust model ever changes. ## 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 host at the WireGuard hub (preferred direction, 2026-07-10).** Symmetric latency for every site, best uplink — and it exploits an operational fact: **the Firestorm server is almost always the Live Cam for that game.** A hub-hosted host running the camera-ship role turns the neutral server into the event's broadcast point: capture its output and **stream the show to every participating site** (Live Cam screens everywhere show the same feed), and optionally **stream it publicly to the internet** as the fleet's shop window. Considerations: the camera ship *renders*, so the hub box needs a real GPU (physical box at the hub location or a GPU cloud instance — not a bare VPS); `mw4dedicatedui` (headless) remains the fallback if hub rendering is impractical, with a camera-ship client joining from a site instead. Streaming transport is one-way and latency-tolerant: OBS capture → SRT/RTMP internally, Twitch/YouTube for the public leg. Needs validation either way (dedicated UI is unexercised in the modern tree; camera-ship-as-DirectPlay-host in the CTCL flow should be confirmed against `ctcl-game.ini`'s `*1`/cameraship entry and the PQS `cameraship` flag). - **The Mission Review instance lives at the hub too, for the same reasons:** one authoritative post-match review (`ctcl-mr` role / MSRSpectator) running next to the host that recorded the match, its output streamed to every site's Mission Review screen — every bay debriefs from the same show. - **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 (150–300 ms era). Inter-city internet (20–80 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 + 2300–2400 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 (RP411 reconstruction) - Same console-directed model (Munga TCP 1501). Park until BT411 learnings land — shared engine lineage means most answers transfer. ### Original Tesla 4.10 games under emulation (TeslaRel410) - When the DOSBox-X/VPX emulator matures, the *original* BT/RP binaries land on current pod hardware speaking their original network stack: **WATTCP (real TCP/IP) via NetNub**, surfaced through NE2000-emulation bridged onto the bay LAN via pcap. Because it's plain IP with the emulated pod holding a real bay address, the routed-VPN model extends to them *in principle* unchanged. - Unknowns to test (cheap — emulator instances run on any PC, no cockpit needed): NetNub discovery/mesh addressing across subnets, and the latency tolerance of a 30 Hz 1996 lockstep-era sim. Fold into the Phase 0 netem lab once the emulator reaches its networking phase (PLAN.md Phase 6). - Strategic note: BT411/RP411 (native, netcode we can patch) and TeslaRel410 (faithful, netcode frozen in 1996) are complementary. If the original protocol proves WAN-hostile, the answer may be "emulated originals for local play, native reconstructions for cross-site" — SiteLink shouldn't promise WAN play for the emulated path until measured. ## 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 | | Virtual scoresheet printer | A virtual printer at the hub that "prints" event debriefings/scoresheets to **PDF** (Firestorm's print path: `printdebriefing` / `mw4print`). PDFs land in one place and are retrievable from any site on the link — a simple web share on the hub over the VPN. Sites can still print paper locally from the PDFs | | Voice (backburnered) | The FS507D release integrated Mumble, but only one operator ever ran it. Technically easy to stand up on the shared network — revisit only if event interest warrants | | Queue/roster coordination (future) | Cross-site events will want one queue/roster. **PQS** — the operator-built event traffic-flow tool — is the natural seed, but for now it stays support tooling. If promoted: (a) one central instance all consoles poll — simplest, DB schema grows a `site` column; (b) per-site instances + sync — only if WAN-down resilience of the local queue matters during events. Callsign uniqueness would become fleet-wide | | Neutral game host + event broadcast | Firestorm host for site-vs-site matches, co-located with the WireGuard hub. Doubles as the Live Cam (the FS server usually *is* the Live Cam): stream its output to all sites' Live Cam screens, optionally to the public internet. The **Mission Review instance runs at the hub too** — one authoritative debrief streamed to every site's MR screen. Needs GPU at the hub | | 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 and RIO/cockpit I/O. For cross-site events the Live Cam and Mission Review *instances* run at the hub (above); each site's LC/MR *screens* become display endpoints for the hub streams, serving the local audience. Bay-local games keep running their own LC/MR stations exactly as today. Cross-site scoresheets go to the hub's virtual PDF printer (table above) — retrievable from any site, with local paper printing off the PDFs where wanted. ## 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. - **Repo hygiene:** WireGuard private keys never enter this repo. Siteconfigs aren't stored here either — not because the pod keys matter off-site (they don't; the bays are air-gapped and anyone with bay access has the file), but because they're living operational data exchanged fresh per event. Repo holds tools, templates, and *public* site registry data (subnets, endpoint 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 promotion** — if/when the event queue tool becomes cross-site coordination: site column vs event database; global callsign policy. 7. **Console arbitration** — *policy settled 2026-07-10: sites voluntarily hand authority to the central console for the event window.* Residual: nothing enforces it (TeslaLauncher has no arbitration); an optional soft "event mode" lock in TeslaConsole only if the convention ever fails in practice. 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~~ — **answered 2026-07-10: 6 active bays, fewer than 120 cockpits in existence.** Hub-and-spoke is trivially sufficient; federation is permanently unnecessary barring a trust-model change. 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? 11. **NetNub over routed subnets (TeslaRel410)** — how do the original 4.10 games discover/address each other (read `CODE\*\MUNGA_L4\NETNUB\` + `L4NET` lineage)? Broadcast-dependent or console-directed like their descendants? And what RTT does the 30 Hz 1996 sim tolerate? ## 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.* **→ Full plan with lab topology, VM inventory/management, and experiments E1–E9: [PHASE0-PLAN.md](PHASE0-PLAN.md).** - **Phase 1 — First real link.** Two sites, gateways, tunnel, renumber to `10.0.1.x`/`10.0.2.x`. 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~~ ✅ built ([`tools/SiteConfigMerge`](../tools/SiteConfigMerge/README.md), verified against the real console loader) → run an event under the authority-handover model (§4): collect `.siteconfig`s, merge, central console commands the fleet. Optional 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.