Capabilities¶
Signal Fish Server provides room coordination and a supported WebSocket relay floor, with optional protocol v3 peer-to-peer coordination. This page is a map to the focused documentation; it does not repeat message shapes or configuration keys.
For exact protocol-version, server-configuration, and client requirements, use the Feature Availability Matrix.
Game flow¶
- Rooms and Lobbies — room codes, membership, readiness, and starting a game
- Authority System — choosing one player to make authoritative game decisions
- Spectator Mode — observing a room without taking a player seat
- Reconnection — restoring a player session and replaying buffered events
Networking and delivery¶
- Protocol v2 vs v3 — the relay-only v2 baseline, additive v3 capabilities, and mixed-room behavior
- Handoff and Topologies — relay, host, and mesh session plans over relay, Direct, or WebRTC transports
- Transport Fallback — how clients keep the WebSocket relay floor available when a peer-to-peer path fails
- Protocol Reference — message formats, MessagePack support, delivery classes, and error responses
- Self-hosted TURN — connecting Signal Fish to operator-run STUN and TURN infrastructure; Signal Fish does not operate those services
Access and operations¶
- Application Identification and Access — app-ID allowlisting, quotas, metrics authentication, and the exact trust boundary
- Configuration — room limits, rate limits, WebSocket settings, session policy, browser origins, token binding, TLS, and metrics access
- Run Modes — common relay, peer-to-peer, TLS, and monitoring setups
- Deployment — containers, reverse proxies, health checks, metrics, logging, and production guidance
- Single-Instance Deployment — the consistency boundary for the in-memory server
Start with the Quick Start, then use Building a Client for the client contract.