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Mythic Masters: friends walk the open world together, cheap by design, hill climb to 8/10, rounds 15+ (from #3764) #3785

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@QuinnsCode

Score: 4.375/10 (target 8, on the owner's scale: agent judges halve their number, per the 2026-11-05 reset)

Carries the climb on from #3764 (round 14, PRs #3776, #3778, #3782: a pose speed check, stones and arenas by distance, trailheads and trail dens over the clock), #3722 (round 13, PR #3761: dens checked against the world seed), #3707 (round 12, PR #3716: the room under workerd), #3703 (round 11) and rounds 3 to 10 (#3699, #3698, #3696, #3695, #3690, #3684, #3679, #3674), all in PR #3676, and rounds 1 and 2 (#3670, #3663, PR #3669, merged); their score comments have the judges' tables. Open: MANUAL RUN #3697, #3784 (step-hopping, a silent trust reset, catch-up after trust returns), #3706 (the lobby end to end), #3704 (full-party frame time).
The owner's brief (2026-11-05): make Mythic Masters' open world multiplayer, and make it awesome, performant and cheap. Today the whole game runs in the page on an assets-only Worker (apps/mythic-masters/rustybuns.config.ts); nothing online but eqosys sign-in (src/account.ts). The 77 × 51 km continent, its regions, trails, dens and hunts are in src/world/ and docs/WORLD-EXPANSION.md. The sibling climb for frame time is #3664.

What awesome means here

You see your friends walking the same land with their bound beasts beside them, you meet them at a den, a mythic you both chase is the same mythic, the Book heckles the party as one, and joining takes one code. Not an MMO: a party of up to six on one region at a time, like a hunting trip.

Goalpost: 8/10 from the owner

  1. Walk together. Through an eqosys party code (party in @rustybuns/util/eqosys, Qollab is the connecting layer, eqosys the account) friends land in the same region and see each other move, with their lead beast beside them, at a smooth 60 fps: interpolation and dead reckoning on the page, a low send rate (5 Hz or less, deltas, quantised positions), never a per-frame message.
  2. One world. Dens, wild food, flocks and the region's mythic are the same for everyone there: seeded by the room, not by each page, so a hunt one player starts the others can join; a fight is still the page's own sim, its result reported and checked for plausibility.
  3. Cheap by design, priced before it ships. One Durable Object per occupied region (never per player) using Sockets from @rustybuns/util/room with WebSocket hibernation, token-checked joins (@rustybuns/util/token), TokenBucket, RoomMintGate and originAllowed from @rustybuns/util/limits, no storage writes per tick (the room keeps state in memory, a save is the player's own page). A cost model in the repo (apps/mythic-masters/scripts/cost.ts) that runs the stress script, counts messages, wake time and storage ops, and prints a price per player-hour from Cloudflare's published Durable Object rates. Target: under $0.005 per player-hour at a full party, printed in every round's comment. No deploy by a worker: the owner runs bun run deploy after a plan (DEPLOYS=1 AGENTS=1 CHECKS=1).
  4. Honest offline. Alone, nothing changes: no socket, no cost, the save stays local. A dropped connection degrades to solo play and rejoins without losing the trip.
  5. Tested the way people play. One journey test through the running app (local() from test/app-kit.ts) with two pages in one room: both see each other, one leaves and rejoins, a hunt stays shared. A stress script (scripts/stress.ts) that runs six bots walking a region for a minute and prints messages per second and the price.

The loop

Each round is one PR against main that says "Part of #N". Shots and numbers: bun run probe mythic-masters with the mythicMasters handle, two headless pages in one room, frame time and bytes per second per player in the comment. A fresh judge scores the five points, halves it, and the comment starts Score: x/10 (target 8) and ends Next: ...; then open "rounds N+ (from #N)", close this one with "Moved up to #new". At the target, a MANUAL RUN: for the owner's own play with a friend. No Vectorize, no third-party realtime service, no new paid binding without an issue for the owner first.

Activity

  1. QuinnsCode commented on Nov 6, 2026

    @QuinnsCode
    OwnerAuthor

    Score: 4.25/10 (target 8)

    Round 15: PR #3789 (open, CI green on its first commit). It closes the three holes in #3784:

    • the speed check is measured from a trusted anchor, so the 40 m slack is spent once;
    • a second tab keeps the untrusted flag;
    • when trust comes back, the room sends vouch and the page tells its contracts again.

    A fresh judge gave 8.5/10, against 8.75 last round. So the score is 4.375 + (8.5 − 8.75) / 2 = 4.25. The judge's top gap was one this round made: a network stall followed by a burst of poses flagged an honest fast runner. It is fixed in the same PR (time banked during a stall carries through the burst, with a test row), after the judging, so the score doesn't count the fix.

    Point Judge Why
    Walk together 1.5/2 Unchanged. A full party draws at 30 ms or more (#3704), and party to lobby to ?room= has never run end to end (#3706).
    One world 1.75/2 Step-hopping is closed and a second tab keeps the flag. But vouch retells contracts and not dens, and a jump to any landing spot on the map is believed, even in a locked region.
    Cheap by design 2/2 The price is unchanged. vouch is a few bytes, sent only when trust changes, and nothing new is stored.
    Honest offline 1.75/2 A stall then a burst flagged an honest fast runner. Fixed after judging, in #3789.
    Tested the way people play 1.5/2 The room test fails against main and passes now. But vouch runs only against a stand-in onCompany, never the real page, and the Chrome journey is still skipped on CI and skips the lobby.
    • Price: $0.00125 per player-hour with six together (bun scripts/cost.ts 6 60), before and now. Target: under $0.005.
    • Bytes per second per player: with six together, 91.5 up and 1,197.5 down before, 92.0 up and 1,204.9 down now. With two real pages walking: 140 up before, 135 now.
    • Frame time (test/together.test.ts):
      • before, at load 16: 16.7 ms with one friend drawn, 29.9 ms with a full party;
      • now, at load 20: 33.3 ms and 38.5 ms.
      • Nothing per frame changed on the page, so this is the machine's load. The builder run gave no output in 5 minutes.
    • Edge bundle: 26.4 KB gzipped before, 26.5 KB now.

    Leftovers, each its own issue:

    Next: #3790, vouch retells the den you are at, and trust returns when a trusted friend walks up to you, with the Chrome journey taking a contract while untrusted. Then #3791.

  2. QuinnsCode commented on Nov 6, 2026

    @QuinnsCode
    OwnerAuthor

    Moved up to #3792

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