27 lines
1.9 KiB
Markdown
27 lines
1.9 KiB
Markdown
## Why
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The networking stack already distinguishes between reliable gameplay messaging and high-frequency sync traffic, but the integration layer still assumes a single transport path in its runtime wiring. Step 9 is needed now to expose the dual-transport design at composition time so hosts can route each lane consistently without breaking the existing single-session client path.
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## What Changes
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- Wire the integration layer so session/runtime composition can accept both a primary reliable transport and a sync transport.
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- Preserve backward-compatible behavior when only the primary transport is provided by continuing to use the reliable path for all traffic that lacks a dedicated sync lane.
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- Update message/session integration contracts so transport selection is resolved in shared networking code rather than by host-specific call sites.
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- Add regression coverage for client single-session and server multi-session integration paths that depend on dual-transport wiring.
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## Capabilities
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### New Capabilities
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- None.
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### Modified Capabilities
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- `shared-network-foundation`: Extend the shared composition contract so network managers and related services can be constructed with dual transports while preserving the existing single-transport fallback.
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- `network-session-lifecycle`: Update runtime/session wiring requirements so sessions initialize and retain both reliable and sync transport dependencies where available.
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- `network-sync-strategy`: Require integration-layer routing to connect sync traffic to the dedicated sync transport instead of relying on host-side manual wiring.
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## Impact
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- Affected code under `Assets/Scripts/Network/` for integration/composition, session initialization, and transport-aware message dispatch.
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- Edit-mode regression tests under `Assets/Tests/EditMode/Network/`.
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- No Unity-specific dependency changes; Unity adapters should remain outside shared networking code.
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