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Built a new sample-owned network diagnostics slice at`games/network_sample_a/` using fake loopback telemetry and existing public debug integration APIs.
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Built Sample A as a standalone sample-backed network diagnostics slice under`games/network_sample_a/`.
Implement Sample A (local loopback / fake network) as a sample-backed validation slice for network debug surfaces.
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Implement Sample A (Local Loopback / Fake Network) to validate network debug surfaces using sample-backed diagnostics with no real transport dependency.
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## Workflow
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PLAN_PR -> BUILD_PR -> APPLY_PR
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## In Scope
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- New sample under `games/network_sample_a/`.
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- Synthetic connection lifecycle, RTT, replication, and trace event feed.
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- Debug plugin with read-only providers, passive panels, and network command surface.
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- Command coverage for:
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- New sample at `games/network_sample_a/`.
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- Synthetic connection lifecycle and telemetry model.
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- Read-only network providers for debug consumption.
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- Passive debug overlay panels:
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- connection status
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- latency / RTT
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- event trace
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- Command surface:
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-`network.help`
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-`network.status`
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-`network.latency`
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-`network.trace`
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- Docs and reports for this one PR purpose.
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-`network.trace [count]`
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## Out Of Scope
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- Real transport/protocol networking.
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- Real networking/protocol adapters.
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- Engine core API changes.
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- Host/client multiplayer behavior (Sample B).
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- Divergence deep-dive and explainers (Sample C).
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- Host/client multiplayer simulation (Sample B scope).
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- Divergence deep analysis workflows (Sample C scope).
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## Constraints
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- No engine core pollution.
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- Sample-level integration only.
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- Providers remain read-only snapshots.
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- Debug overlay and console remain opt-in/explicitly opened.
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## Acceptance Criteria
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- Sample A opens and runs in browser.
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- Synthetic network state is visible in overlay panels.
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-`network.status`, `network.latency`, and `network.trace` execute through the dev console.
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- No engine-core files are modified.
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- Sample opens and runs in browser.
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- Synthetic network state feeds panels and commands.
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