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docs: align transport architecture with control plane
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@@ -180,18 +180,20 @@ Python, no .NET, no network." Keeping the shipped game GDScript-only (no
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"C# backend" in `README.md`'s early framing was never built. A backend
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service *is* now planned for matchmaking (see below), but nothing has
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chosen C# for it — that framing predates every real decision here.
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- **No HTTP/WebSocket/gRPC layer** for multiplayer — ENet/Steam SDR over UDP
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only, via Godot's own `MultiplayerAPI`. Matchmaking will add the project's
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first non-UDP network path, for backend traffic only; the simulation stays
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on ENet/SDR.
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- **No HTTP/WebSocket/gRPC layer for simulation traffic** — the live game uses
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ENet/Steam SDR over UDP via Godot's own `MultiplayerAPI`. The matchmaking
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control plane now has an authenticated Go REST/WebSocket boundary for queue,
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proposal, assignment and recovery traffic; simulation remains on ENet/SDR.
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- **No ONNX or other ML runtime in the shipped game** — see "AI opponents"
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above.
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## Planned, not yet built
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- **A Go matchmaking control plane** — independently runnable API, matcher,
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allocator and maintenance roles backed by PostgreSQL and Redis, deployed on
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provider-portable Kubernetes with Agones-managed game fleets. The cloud
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provider remains deliberately replaceable; the application stack is locked.
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- **The remaining Go matchmaking control-plane deployment** — independently
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runnable matcher, allocator and maintenance roles backed by PostgreSQL and
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Redis, deployed on provider-portable Kubernetes with Agones-managed game
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fleets. The authenticated API boundary exists; durable production wiring and
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provider deployment remain. The cloud provider remains deliberately
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replaceable; the application stack is locked.
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This is a 1.0 launch blocker and the single largest departure from "one
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Godot project, no backend". See [`MATCHMAKING.md`](MATCHMAKING.md).
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