# 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..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 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. **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 (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. - Site-local pieces: BOOTP (broadcast) needs an answerer or static config per site — same "provision locally, play routably" pattern as everything else. - 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 | | 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? 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.* - **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.