# 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.