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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.