app/network_transport.h¶
the pipe between a board and its remote peer.
Networked play (docs/networked-play-docs/PLAN.md) reuses the existing engine-vs-human loop with the opponent swapped for a socket. INetworkTransport is that socket, abstracted so the opponent seam (NetworkOpponent) stays frontend-agnostic and unit-testable with a fake — exactly like IEngine / IBoardBackend. The concrete implementation is a WebSocket client to the game relay (a Cloudflare Durable Object); see PLAN.md §5 and §7.
Only the move-carrying surface lives here. Matchmaking, connection lifecycle, and control messages (color assignment, resign, resync) layer on top as that work lands; this is deliberately the minimum the play loop needs.
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namespace kirin
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class INetworkTransport¶
- #include <network_transport.h>
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class INetworkTransport¶