RUDPFramework/openspec/changes/archive/2026-03-26-shared-network-f.../tasks.md

1.4 KiB

1. Shared Core Boundary

  • 1.1 Introduce a host-dispatch abstraction for the message layer so shared networking code no longer constructs MainThreadNetworkDispatcher internally.
  • 1.2 Reorganize the reusable transport/message-routing code into a shared client/server network core boundary that does not depend on Unity host classes.

2. Client Host Refactor

  • 2.1 Update the Unity client host to build the networking stack from the shared core and inject a Unity main-thread dispatcher implementation explicitly.
  • 2.2 Keep current client gameplay/UI handler behavior intact while moving Unity-specific frame-loop pumping and host lifecycle logic out of the shared core.

3. Server-Oriented Reuse Path

  • 3.1 Add a minimal non-Unity host path or test-only server host that constructs the same shared networking core with a non-Unity dispatcher strategy.
  • 3.2 Verify that the shared client/server path preserves the existing envelope-based protocol and ITransport contract without introducing a protocol fork.

4. Verification And Documentation

  • 4.1 Add or update tests to cover injected dispatcher behavior, Unity host pumping, and non-Unity host reuse of the same core.
  • 4.2 Run the relevant build/tests and update CodeX-TODO.md or related docs to reflect that the network foundation is now shared between client and server hosts.