- Ecosystem doc: new section on the TeslaRel410 project — custom DOSBox-X fork HLE-emulating the Division VPX board to run the original, unmodified Tesla 4.10 BattleTech/Red Planet DOS binaries on current Windows 10 pod hardware (RIO COM1 / plasma COM2 passthrough). Networking facts for SiteLink: WATTCP (real TCP/IP) via NetNub over emulated NE2000 bridged by pcap -> routable in principle; BOOTP is broadcast -> site-local provisioning. - Clarified BT411 and RP411 as the two native Win32 Tesla 4.10 reconstructions (per operator), complementary to the emulation path. - Brainstorm: new game-linking subsection for the emulated originals + open question 11 (NetNub cross-subnet addressing, 30 Hz sim latency tolerance). - CTCL naming note: provenance question is out with VWE veterans. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
254 lines
16 KiB
Markdown
254 lines
16 KiB
Markdown
# 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 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.
|