* M9: real-time collaboration protocol (design) docs/collab-protocol.md: WebSocket sessions with a server-ordered, per-property last-writer-wins document sync, client-scoped ids, fractional positions for children, ephemeral presence (cursors, selections, follow), per-user undo, hosting from the app first and a self-hosted server next, and the implementation plan. ROADMAP gains M9. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * M9: collaboration core: ids, change sets, server ordering, convergence Step 1 of docs/collab-protocol.md, no networking: - Client-scoped node ids: Document::set_client_id makes alloc_id hand out client << 32 | counter; single-user files allocate as before; the id counter is no longer part of document equality. - crates/collab (layer 2): the synced object/property model (every saved Node field, plus document-level styles, comments, variables, images, dev snapshots, library data), Change batches, an O(changed) diff, strict and lenient apply, fractional sibling positions, snapshots. - Server (ordering, validation, rejects with fixes) and Client (optimistic view, replay under remote batches, author-side repair of derived data) as pure state machines; binary (version byte + postcard, JSON values) and JSON message forms, fuzzed decoders. - Engine: normalize as the recompute hook, collab.diff. - Tests: round trips over random real commands, an N-client convergence fuzz test over delayed in-order links, junk batches. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * M9: fmt after merge --------- Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com>
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Real-time collaboration protocol (draft)
Status: milestone M9. Step 1 (the core, no networking) is implemented in crates/collab:
identifiers, the object/property model, change sets, ordering and validation, client
reconciliation, derived data and the message encoding. The rest is the plan the next
implementation PRs follow and update; sections say what is built.
Goal: several people edit the same .figcraft file at the same time and see each other's edits,
cursors and selections live, on the desktop app and in the browser, without a central cloud
service being required.
Design in one paragraph
Clients talk to a session server over WebSockets using small binary messages. The
server is the single authority for ordering: it assigns every accepted change a sequence number and
rebroadcasts it. The document syncs as state, not operations: each change says "property P of
object O is now V" (plus create, delete and move), and conflicting writes to the same property
resolve last-writer-wins in server order. Clients apply their own edits immediately
(optimistically) and reconcile when the server echoes or overrides them. Cursors, selections and
viewports are ephemeral presence messages that are never stored. The desktop app can host a
session itself (LAN or a forwarded port), so no public server is needed to start; the same
server code also builds as a standalone figcraft-server binary for self-hosting.
Why this shape
Public engineering write-ups about multiplayer design tools converge on the same choices, and they fit FigCraft's architecture:
- WebSockets: one long-lived, bidirectional, ordered connection; works natively (tungstenite)
and in the browser build (the browser's WebSocket API through
web-sys), passes through proxies and TLS (wss://) like ordinary HTTPS. Plain HTTP polling adds latency and overhead; WebRTC peer-to-peer complicates NAT traversal and gives up a single ordering authority. - A central authority instead of OT or a full CRDT: a design document is a tree of objects with properties, not a text buffer. Operational transformation is complex and fragile for that shape; general CRDTs carry metadata and tombstones we don't need when a server orders everything. With per-property last-writer-wins plus a few tree rules (below), every client converges to the server's state, and the server can reject invalid changes (cycles, edits to deleted objects).
- State-based changes instead of replaying commands: FigCraft's commands are deterministic
locally, but replaying them on other clients would require identical documents, fonts and
floating point everywhere. Instead a command runs once, on the client that issued it, and the
resulting document difference is what gets sent. FigCraft's document is a persistent map of
Arc<Node>with dirty tracking, so computing the exact changed nodes and properties after a command is cheap. - Binary encoding: cursor traffic is frequent and documents are large; a compact, schema-based binary format keeps messages small and fast to decode. JSON stays available for debugging and for agents (the same messages have a JSON form).
Identifiers
Built.
- Client id: a 32-bit id the server assigns to each connection on join. The server starts above every client id space already used by node ids in the file, so ids from earlier sessions are never handed out again (a persistent server will also store its counter with the file).
- Node ids are unique across clients without coordination: with a client id set
(
Document::set_client_id),Document::alloc_idreturnsclient_id << 32 | counter, continuing after the highest id of that space already in the document. Ids in existing files stay valid (they occupy client id 0), and a document without a client id allocates exactly as before. The counter is saved as the file'snext_id; the client id is never saved, and neither is part of document equality. - An id is never allocated twice. A deleted node can come back with its id only by being created again whole (what undo does): the server accepts creating an id that doesn't exist only if it was deleted before or lies in the sender's own id space.
- Styles, variables, collections and comments keep their existing string or numeric ids (made unique by the engine); a client-scoped scheme for them comes with per-user undo.
The document as objects and properties
Built (figcraft_collab::{Change, Prop, DocProp, Entry, Replica}).
Every synced thing is an object with an id, a type and a set of properties:
- Nodes: every field of
Nodethat is saved in the file is a property (name, geometry, fills, strokes, effects, auto layout, text content and runs, component data, bindings, prototype interactions…). Large or list-valued fields (fills, text runs, vector networks) are a single property each: replaced whole, last writer wins. - Tree structure is two properties on the child:
parent(an object id) andposition(a fractional index string, e.g. between"a0"and"a1"sits"a0V"). A parent's children are its children sorted byposition, so two clients inserting into the same frame never conflict, and a move is one property write. The server rejects aparentwrite that would create a cycle or point at a deleted object, and replies with the current value. - Document-level data (pages order, styles, variables, collections, modes, published library metadata, comments, versions) are objects with properties in the same way.
As built:
- Node properties are
parent,positionand one property per saved field ofNode(name, kind with its per-type data, visibility, lock, opacity, blend, transform, size, fills, strokes, stroke settings, effects, corners, constraints, auto layout, child layout, clip, masks, grids, guides, exports, interactions, overflow, scroll position, style links, variable bindings and modes, instance source, overrides, property references, plugin data, handoff status and note, annotations).childrenis not a property: it follows from the children'sparentandposition. The build fails whenNodegains a field that isn't listed. - Positions are fractional keys (
figcraft_collab::frac: base-62 digits after a length-coded integer part, so appending keeps keys short; deterministic; never ending in0). A replica orders every parent's children, and the pages, by(key, id); equal keys from simultaneous inserts fall back to id order. Existing documents get keys in their current order on first sync. A diff gives new keys only to the children that need them (the longest run of old keys that is still increasing keeps its keys) and re-spaces a parent whose keys would grow past 48 characters. - Document-level objects covered now: the file name, the current page, document colours, the colour profile, image presets, annotation categories and library data (whole values); styles, comment threads, variable collections and variables (one entry per id plus the order of ids; the whole list when ids aren't unique); dev-mode snapshots (per layer); images (per content hash, the encoded bytes as base64). The page order is the pages' positions.
- Next: this file's published library (it embeds a snapshot document; it moves with an asset channel, together with images, which then stop travelling inside batches); the version history (kept beside the document, not in it) with the standalone server; client-scoped ids for new styles, variables and comments.
- Changes (
Change):Create {id, kind, parent, position, props}(only the properties that differ from a new node of that kind),Set {id, prop, value},Delete {id}(the subtree; a delete of something already gone does nothing), and for document-level dataSetDoc {prop, value},Put {entry, value}andRemove {entry}. Values are JSON. - Diff (
figcraft_collab::diff(replica, edited_document)): only nodes whoseArcdiffers are visited (the persistent map skips shared structure), so the cost follows the size of the edit. A batch lists field writes, creations (parents first), moves, deletions (one per subtree, after the moves out of it), then document-level changes.Replica::applyapplies a batch strictly (stop at the first invalid change, then check the result: the server's mode) or leniently (skip what no longer applies: a client replaying its pending edits). For random edits made by real engine commands,apply(diff(a, b), a) == b, positions included (tested).
Messages
Built (figcraft_collab::message): the types below and both encodings. The transport and the
presence UI come in step 2.
Encoding (decided): a binary message is a 1-byte wire version followed by postcard (serde),
which is compact and needs no schema files. Property values inside are compact JSON text: the
document types use tagged and flattened serde forms that only self-describing formats can read
back, and JSON keeps them exact (floats round-trip). The JSON form of every message is the same
types through serde_json, externally tagged ({"changes": {"base_seq": …}}; postcard can't read
internally tagged enums). Measured: a typical edit (one layer moved: its transform) is 43 bytes
binary vs 139 JSON; a cursor update is 23 bytes vs 93. Decoders take a size limit, refuse
trailing bytes and never allocate much beyond the message's size; JSON nesting is capped by the
parser; both are fuzzed.
Client → server:
| Message | Meaning |
|---|---|
Hello {protocol, file, token, name, color, client_version} |
Join a file's session. |
Changes {base_seq, batch_id, changes: [Change]} |
One user action's changes (one undo step). |
Presence {cursor?, selection?, viewport?, editing_text?} |
Ephemeral; throttled to ~30 Hz, latest wins. |
Ack {seq} |
Highest sequence applied (lets the server trim per-client buffers). |
Ping |
Keep-alive. |
Server → client:
| Message | Meaning |
|---|---|
Welcome {client_id, seq, snapshot or delta, peers} |
Join accepted: the full document (or changes since a cached seq). |
Changes {seq, author, batch_id, changes} |
Accepted changes, in order, to everyone (the author gets its own back as confirmation). |
Reject {batch_id, reason, fixes: [Change]} |
A batch (or part of it) was invalid: the current values to roll back to. |
Presence {client_id, …} / PeerJoined / PeerLeft |
Other people's cursors, selections and arrivals. |
Refused {reason} |
The connection is refused (protocol version, token, session full, a message out of place). |
Pong |
Keep-alive. |
Change is one of: Create {id, type, props}, Set {id, prop, value}, Delete {id} (deleting a
node deletes its subtree; ids are never allocated twice), plus the document-level SetDoc, Put
and Remove (see above). A snapshot is the list of changes that builds the document from nothing;
Welcome carries one (deltas since a cached seq come with reconnect, step 3). A whole batch is
accepted or rejected.
Ordering, optimism and convergence
Built (figcraft_collab::{Server, Client}: pure state machines; the transport only moves
messages).
- A user action runs locally as today (one command or gesture = one undo step). The client diffs
the document before and after, sends the
Changesbatch and shows the result immediately. - The client keeps its unconfirmed batches in order. Changes from others are applied to the confirmed state; the client's unconfirmed property values are then re-applied on top, so a user never sees their own pending edit flicker away.
- When the server echoes a batch, it moves from unconfirmed to confirmed. On
Reject, the client drops the rejected values and applies the server'sfixes. - Result: every client's document equals the server's once everyone has caught up.
As built: the server validates each batch as a whole by applying it to a copy (limits on changes
per batch and layers per file; values of the right type; finite, in-range sizes, transforms and
opacity; known nodes; parents that exist and can hold layers; pages only at the top; no cycles; at
least one page; new ids from the sender's space), then either commits it with the next sequence
number or rejects it with the current values of what it touched as fixes. The client keeps the
confirmed state, applies its own batches at once, and on someone else's batch or a rejection
rebuilds its view as the confirmed state with its pending batches replayed leniently (the fixes
are for clients that keep no confirmed copy). figcraft_collab::sim runs a server and N clients
over in-memory links that deliver in order per connection after random delays, through the binary
or the JSON encoding. Tests drive it with synthetic edits and, in the engine, with random real
commands (creating, moving and reparenting layers including cycle attempts, deleting, grouping,
auto layout, components and instances, styles, variables, text, pages, comments): after quiescence
every client's state equals the server's, for every seed (more seeds run as an ignored test).
Undo is not part of these runs (step 3).
Derived data
Built. Decided per property:
- Synced with the authoring change (the client making an edit runs the engine's normalize pass before diffing, so its batch carries consistent values, which receivers apply as they are): auto layout positions and sizes of children and hugging frames, text box auto-size (it depends on the fonts installed, so it is computed once, never per machine), group and boolean bounds, instance contents (copies of their mains with their own ids, overrides respected), values written by variable bindings and style links, ready-for-dev "changed" flags and snapshots, comment pins following their layers.
- Repaired after concurrent edits: when a client's batch is confirmed after someone else's
batch was ordered before it, that client (only the author) runs the recompute hook over the
nodes its batch touched, on the confirmed state, and sends any difference as a follow-up batch
(leaving out properties its own later pending batches write). The engine's hook is its normalize
pass (
figcraft_engine::collab::EngineRecompute). Because only the author recomputes, clients never fight over a value, even with different fonts; a test checks that a derived invariant broken by concurrent edits is restored. - Not synced: each person's selection, viewport, tool and text caret (presence), the id counter and client id, and (for now) this file's published library.
Undo and redo
Step 3. Until then the engine's snapshot undo must not be used in a live session: it restores a whole earlier document and would revert other people's changes made in between. The server already accepts re-creating deleted nodes with their ids, which undoing a delete needs.
Undo stays per user and undoes only your own actions: an undo turns your last batch into a new batch that writes back the values your batch replaced, for the properties nobody has changed since (a property someone else changed afterwards is left alone). Redo is the inverse. Remote changes never enter your undo history.
Presence
- Cursor position in page coordinates plus the page id; selection ids; viewport rectangle; whether the user is typing in a text layer (to show their caret and selection inside it).
- Shown as named, coloured cursors on the canvas, selection outlines in the user's colour, avatars in the title bar; click an avatar to follow that user's viewport (Escape or any pan stops).
- Never stored; dropped when a client disconnects; the server rate-limits and coalesces.
Hosting and joining
- Host from the app (first step, no public server): "Share ▸ Start live session" starts the
embedded server on the local machine for the open file and shows an invite link
(
figcraft://join?host=192.168.1.20:47900&file=<id>&token=<secret>; also a plainws:///wss://URL). Others on the same network (or through a forwarded port / VPN such as a mesh VPN) join with "File ▸ Join live session" or by opening the link. When the host leaves, the session ends; everyone keeps a local copy. - Self-hosted server (next step): the same server as a
figcraft-serverbinary that keeps many files, persists them (a snapshot plus an append-only log of accepted batches, compacted into new snapshots), and survives restarts. TLS comes from a reverse proxy (wss://). - Auth: an unguessable per-session token in the invite link (first step); accounts and per-file permissions (view, edit) come with the standalone server.
Offline and reconnect
On a dropped connection the client keeps editing locally, queues batches, and on reconnect sends
Hello with its last confirmed seq; the server replies with the missed changes, then the queued
batches are sent (they may be partly rejected if their objects were deleted meanwhile).
Agents, MCP and the CLI
Everything stays a command: collab.host, collab.join, collab.leave, collab.peers,
collab.follow are ordinary commands, so the CLI, the control channel and MCP can host and join
sessions; an agent can be a participant with its own cursor.
Security
The server validates every change (types, ranges, the same caps the engine applies to commands, tree rules, message size limits) and never trusts client-computed data. The server and client parsers are fuzzed like the file importers. Sessions bind to all interfaces only when the user chooses to share on the network; the default is the invite link with a random token.
Implementation plan
- Core (no networking): client-scoped ids, the object/property model over
Document, diff after a command →Changes, applyChanges, fractional positions, server-side validation and ordering as a pure library (crates/collab, layer 2: it depends on the document model only; the engine depends on it for the recompute hook andcollab.diff, which shows the batch an edit syncs as), and a randomized N-client convergence test with an in-memory transport. Done. - Transport + embedded host: WebSocket server/client (native), the binary encoding, the
collab.*commands, Share / Join UI, live cursors, selections, avatars and follow. - Per-user undo, reconnect and offline queueing, rejection handling, presence for text editing.
- Browser client (WebSocket through
web-sys). - Standalone
figcraft-serverwith persistence, compaction and accounts.