# shared-network-foundation Specification ## Purpose Define the shared transport and message-routing foundation that both client and server hosts use without depending on Unity-specific runtime host classes. ## Requirements ### Requirement: Shared network core is host-agnostic The project SHALL provide a shared network core that contains transport, session, envelope parsing, and message-routing behavior without depending on Unity-specific runtime host classes such as `MonoBehaviour` or frame-loop callbacks. Both client and server networking hosts MUST be able to use this shared core. #### Scenario: Client host uses shared network core - **WHEN** the Unity client constructs its runtime networking stack - **THEN** it uses the shared transport and message-routing core for transport startup, sending, receiving, and handler registration - **THEN** Unity-specific logic remains in the client host adapter rather than in the shared core classes #### Scenario: Server host can use the same core without Unity types - **WHEN** a server-side host constructs the runtime networking stack - **THEN** it can use the same shared transport and message-routing core without depending on Unity host classes - **THEN** server-specific startup and lifetime control are provided by a separate host adapter ### Requirement: Message routing uses a host-provided dispatcher strategy The shared message-routing layer SHALL execute received business handlers through a host-provided dispatcher abstraction rather than constructing a Unity-specific dispatcher internally. The host MUST be able to choose the dispatch strategy that matches its runtime model. #### Scenario: Unity client injects a queued main-thread dispatcher - **WHEN** the Unity client constructs the shared message-routing layer - **THEN** it supplies a dispatcher implementation that queues work for later execution on the Unity main thread - **THEN** received handlers run according to that injected client dispatch strategy #### Scenario: Server host injects a non-Unity dispatch strategy - **WHEN** a non-Unity server host constructs the shared message-routing layer - **THEN** it supplies a dispatcher implementation that does not rely on Unity frame-loop semantics - **THEN** the shared message-routing layer still processes received messages correctly through that host-selected strategy ### Requirement: Shared core preserves current transport and message contracts The shared client/server foundation SHALL preserve the existing `ITransport` send/receive contract and the envelope-based `MessageManager` routing model so client and server hosts exchange the same business payload format through the same transport abstractions. #### Scenario: Shared hosts exchange the same envelope format - **WHEN** a client host sends a business message through the shared core to a server host using the shared core - **THEN** the message is encoded using the same envelope contract on the client side - **THEN** the server host decodes and routes it through the shared message-routing layer without a host-specific protocol fork