Phase 1: data pipeline (Postgres+Redis with in-memory fallback, mock telemetry publisher, WebSocket fan-out, hub /debug page)
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- packages/db: postgres.js + ioredis wrapper, StateStore interface with InMemory + Postgres implementations, schema migration runner - apps/api: refactored to use @kerbal-rt/db; live WebSocket hub subscribes to store changes and broadcasts to all clients - apps/tools/mock-telemetry: Node script that generates realistic KSP state and POSTs to /api/v1/ingest at 1Hz (uses same keplerian math as the live-map renderer) - apps/hub: new /debug page that connects to /api/v1/live and shows the live state - ksp/README.md: documents Phase 1c (real kRPC bridge) and the two implementation options - Tests: 17 total (5 kepler math, 5 db store, 5 API health/state, 2 API WebSocket fan-out) End-to-end verified: mock publisher → API → hub /debug page, 11 snapshots/5s over WebSocket, vessels advancing in mean anomaly.
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# This file exists so git tracks the ksp/ directory.
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# The real KSP-side bridge (Phase 1c) lands here.
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# See ./README.md for the design.
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# KSP-side Telemetry Bridge
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This directory will hold the bridge between a running Kerbal Space
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Program game and the kerbal-rt API. The bridge subscribes to the live
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game state and POSTs a `UniverseSnapshot` to `/api/v1/ingest`.
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> **Status: Phase 1c — not yet implemented.**
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> The `@kerbal-rt/mock-telemetry` package is the working stand-in
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> for the bridge during development. It generates realistic state
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> with the same `UniverseSnapshot` shape the real bridge will send.
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## Two implementation options
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### Option A — kRPC (recommended, fastest to ship)
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[kRPC](https://github.com/krpc/krpc) is the modern, well-maintained
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RPC framework for KSP 1.12.x. It runs a server inside the game that
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exposes a typed API over TCP (with optional websockets).
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**Setup:**
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1. Install KSP 1.12.5 + [ckan](https://github.com/KSP-CKAN/CKAN)
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2. `ckan install kRPC` — pulls in the server mod + protobuf defs
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3. Start KSP, load your save, start a kRPC server (default port 50000)
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4. Run a small Node client that subscribes to streams:
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- `vessel.orbit` (returns a tuple of orbital elements)
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- `vessel.situation`
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- `space_center.ut`
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- `body.orbit` for each body
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- `space_center.transform_position`/`rotation` for ground stations
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5. The client formats a `UniverseSnapshot` and POSTs to
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`POST http://api:4000/api/v1/ingest` with the `x-api-key` header
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set to your `INGEST_API_KEY`
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**Node client skeleton:**
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```typescript
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import krpc from 'krpc-node';
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// or: import { Client } from 'node-krpc';
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const client = krpc.connect({ host: 'localhost', rpcPort: 50000 });
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const sc = client.spaceCenter;
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// Subscribe to streams (push every 1s)
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const ut = client.addStream(() => sc.ut);
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const vessels = await sc.vessels;
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setInterval(async () => {
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const snap = {
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ut: ut.get(),
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capturedAt: new Date().toISOString(),
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activeVesselId: sc.activeVessel?.id.toString() ?? null,
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bodies: await buildBodies(client),
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vessels: await Promise.all(vessels.map(v => buildVessel(client, v))),
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groundStations: await buildGroundStations(client),
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};
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await fetch('http://localhost:4000/api/v1/ingest', {
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method: 'POST',
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headers: { 'content-type': 'application/json', 'x-api-key': process.env.INGEST_API_KEY! },
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body: JSON.stringify(snap),
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});
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}, 1000);
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```
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(There's no official kRPC Node client, but a quick `protobufjs` setup
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using the .proto files from the kRPC mod works in <300 lines.)
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### Option B — Custom KSP mod (most flexible)
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A C# KSP mod that uses Harmony to patch into `FlightGlobals` and
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publishes state on each physics tick. Embed a small HTTP client
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(`HttpClient`) or websocket client inside the mod.
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- **Pro:** Total control, can publish *events* (stage, maneuver node,
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collision) not just state. Can disable the publish path with a
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toggle in the mod's UI.
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- **Con:** You own the codebase forever. Have to maintain it across
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KSP updates. The fork of LunaMultiplayer is also a C# mod, so this
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is the natural path if you're already maintaining a custom LMP fork.
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**When to use this:** only if kRPC can't give you the data you need
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(e.g. custom modded planets, non-standard orbits, J2 perturbations,
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per-vessel antenna config for the commnet planner). For the stock
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Kerbol system, kRPC is enough.
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## What the bridge sends
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A `UniverseSnapshot` per the schema in
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[`@kerbal-rt/shared-types/src/schemas.ts`](../packages/shared-types/src/schemas.ts).
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The mock publisher's output
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([`apps/tools/mock-telemetry/src/index.ts`](../apps/tools/mock-telemetry/src/index.ts))
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is the canonical reference payload — your bridge should produce the
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same shape.
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## Running the real bridge
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```bash
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# 1. Make sure KSP is running with the kRPC mod enabled
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# 2. Make sure the API is running (Phase 1a)
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# 3. Run the bridge (Phase 1c — TBD)
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pnpm --filter @kerbal-rt/ksp-bridge start
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# (this script doesn't exist yet; see Option A/B above)
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```
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## Why this isn't done yet
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The real bridge requires:
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1. A real KSP 1.12.5 install with kRPC mod loaded
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2. A save with vessels, in a state interesting enough to publish
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3. Iterating on the protocol against the real game (KSP exposes
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orbital data in KSP-specific frames; you have to translate to
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the heliocentric ecliptic frame for the API)
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We can do all of that, but the value of a working mock-driven
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pipeline (which the user already has) is much higher than a real
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bridge sitting unused. So we ship the mock first, get the rest of
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the system (live map, hub, Spacenomicon) consuming real snapshots,
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and then plug in the kRPC client once the rest is solid.
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