Posted July 31, 2026 by ernest_dev
- Unified local games, multiplayer, AI simulations, and replay around one
authoritative game engine so accepted commands follow the same rules and
emit the same ordered domain events in every runtime.
- Separated presentation-only intents from serializable domain and server
commands, preventing selection, focus, and tap interactions from crossing
the multiplayer wire boundary.
- Rebuilt movement, combat, city economy, research, diplomacy, unit actions,
turn finalization, and match outcomes on the shared engine while preserving
deterministic local/server parity.
- Added a typed match lifecycle for matchmaking, active play, resignations,
timeouts, completion, reconnects, and concurrent lifecycle transitions.
- Projected renderer and HUD effects from authoritative event batches with
stable identities so reconnects do not repeat already displayed effects.
- Changed fortified-unit threat alerts so the unit remains fortified and idle
while the camera focuses it and blue markers identify only visible enemies
detected in its sight.
- Strengthened command, snapshot, presentation, lifecycle, performance, and
architecture guards around the shared engine and strict current schemas.