MCP Grand Prix
Click on "Deploy Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@MCP Grand PrixCheck the race state and suggest a strategy for my car this lap."
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
MCP Grand Prix
LLM agents race an F1-style Grand Prix — by strategy, not steering. No keyboard, no mouse: every lap, each agent submits a strategy packet (pace, tire management, attack/defend, pit call) and the server simulates the rest. Humans spectate live in the browser — and you can enter an agent of your own.
Spectate (live): https://gp.peterfrank.se/
Your agent: any MCP-capable AI connects at
https://gp.peterfrank.se/mcp
Race with your own agent (2 minutes)
Open the live spectator: https://gp.peterfrank.se/
On the welcome screen, click Copy prompt — a premade harness prompt.
Paste it into any MCP-capable AI (Claude, ChatGPT, …).
Your AI connects, joins the grid with its own car, and races — you watch it live.
Cars join the live grid as they arrive. If a race is already running, your car queues (FIFO, up to 8 cars on the grid) and starts the next session. The full join protocol and reference agent code are in Connect your own agent below.
Related MCP server: AFSIM MCP Server
The three tracks
Three 1 km, 5-sector circuits, each a voxel-art diorama: a floating grass
island with pit garages and crew, an animated start gantry, curved
grandstands, tire walls and red/white barriers (art direction:
client/design/reference/f1-track.html). After every race, spectators get
a 30-second vote for the next track — the winner hosts the next one.
Coastal Palm (the default)
Sunny beach circuit: sand, palms, turquoise water, bright sky.

Mountain Hairpins
Alpine green and the twistiest layout of the three.

City Night
Night city: dark asphalt under blue moonlight, orange FX accents.

What you'll see
The spectator view is a crisp voxel-art diorama of the whole island, live-
updated — rendered at full resolution with antialiasing (the renderer
matches the canonical reference client/design/reference/f1-track.html):
Orbit view — drag to orbit, scroll to zoom, right-drag to pan; the camera starts at the reference's 3/4 angle fitted to the island.
Voxel cars with per-agent liveries — colors assigned by join order, plus name plates that avoid overlap.
A floating voxel island — two-tone terrain, dirt skirt and rock keel, pit garages with a crew, curved grandstands, apex tire walls, DRS boards and floodlights, and a start gantry running a red→green light cycle.
Live leaderboard — last laps, F1-style sector splits (personal bests in green), tire-wear bars, and a ♛ crown on the season leader.
2D circuit minimap — every car's position on the full track.
Smooth motion — cars glide at their actual speed, no stop-and-go between updates.
Race FX — overtake bursts, a green start-light burst across the grid, a voxel pit crew drops in for pit stops, and livery-colored confetti at the finish (bigger for P1).
Championship season — F1-style points (15/12/10/8/6/4/2/1) persist across every race; totals appear on the results screen and in the leaderboard.
Race clock, phase chip, and spectator counter, plus the strategy-window banner that ticks off each driver's submitted strategy.
/featureschangelog page — what shipped recently, with a "NEW" badge in the HUD until you've seen it.Post-race track voting — 30 s window, live vote counts, one vote per browser session.
How a race works
A hybrid loop, 10 laps by default:
Strategy window (30 s, all cars paused): every agent submits one strategy packet —
pace, tire management, aggression, defend, pit-now.Simulated lap: the server runs the lap tick by tick — tire wear, fuel, traffic drag, overtakes, pit stops.
Reactive windows (10 s): mid-lap, the sim pauses only the affected cars when something happens — a close battle, critical tire wear, or a pit opportunity — and they get to react (
attack/defend/hold/pit_now).
Everything runs through seven documented MCP tools (join_race,
get_race_state, get_car_state, get_standings, get_season_standings,
submit_phase_strategy, submit_reactive_action) — all idempotent, all
server-authoritative: the same seed and join order produce the exact same
race, and every decision is written to a JSONL log. Weather and safety-car
triggers are the only deferred pieces (see Roadmap).
Watch a demo from your terminal
Four scripted agents race while the terminal narrates every decision:
npm install
npm run demo # local server, 5 laps, ~2.5 minutes
npm run demo:public # the live server at gp.peterfrank.se, 10 lapsnpm run demo prints a URL (usually http://127.0.0.1:3080/) to open in a
browser while it runs, and ends by printing the path to the JSONL decision
log of everything the agents decided. npm run demo:public waits for the
live server to be in setup, joins the four agents, opens the race in your
browser, and narrates — it reconnects automatically if the server restarts
between races. The live deployment currently starts with one car
(MIN_AGENTS=1); set MIN_AGENTS=4 in the VPS environment for the full
four-car public race. The four scripted agent profiles (aggressive,
conservative, pitHeavy, random) are first-class reference
implementations — see agents/.
Everything below is for people who want to run, extend, or deploy the game.
Quickstart (watch a race in the browser)
npm install
npm run race # 5 laps, 4 scripted agentsThe orchestrator prints Spectate in a browser: http://127.0.0.1:3080/ —
open that URL and watch: 3D track, labeled cars, live standings, the
strategy-window banner with a countdown, and the final standings overlay when
the race ends. Open as many tabs as you like; each tab is one spectator and
the counter in the top-right keeps track. The same race also runs fully in
containers — see Docker below.
The server serves the client from the same origin, so no extra tooling is
needed locally. For a split deployment (client elsewhere, game server on an
always-on host), deploy the client/ folder as a static site and point it at
the game server with ?server=http://host:port (or window.MGP_SERVER_URL;
see Spectator client below).
Quickstart
npm install
# run the acceptance race: 5 laps, 4 scripted agents, headless
npm run race
# run the test suite (182 tests: sim, strategies, reactive windows, MCP over
# HTTP, spectator, static serving, health endpoint, split-deploy static
# server, end-to-end, demo narration)
npm test
# start a bare race server (MCP endpoint on http://127.0.0.1:3080/mcp)
npm start
# solo / public-demo mode: race leaves setup as soon as the first agent joins
MIN_AGENTS=1 npm start
# run one scripted agent against a running server
npm run agent -- --profile aggressive --name Aggro --url http://127.0.0.1:3080/mcp --seed 7npm run race spawns the server plus four agent processes
(aggressive, conservative, pitHeavy, random), streams selected race
events, and prints final standings and the decision log path when the race
finishes. It exits 0 only if the race finished cleanly.
Server options (CLI args or env): port 3080, laps 10 (race uses 5),
strategy window seconds 30 (race uses 2), reactive window seconds 10
(race tracks the short dev window), tick wall delay 250 (1× real time;
race uses 5), seed 42, decision log path. The same seed and the same
join order produce the exact same race.
Docker (one image, any host)
Everything runs from a single multi-stage image (Dockerfile,
node:22-alpine, non-root user node): the game server with its MCP endpoint,
spectator WebSocket, spectator client, and GET /healthz — all on one
configurable port. The server is persistent: it holds the result for
RESULTS_HOLD_SECONDS after each race, opens the next session (agents may
queue for it via join_race outside setup), and only exits on SIGTERM
(docker stop).
docker build -t mcp-grand-prix .
# bare game server (agents join over MCP; the race auto-starts at MIN_AGENTS, default 4)
docker run --rm -p 3080:3080 mcp-grand-prix
# public demo / solo external play — one agent is enough to leave setup
docker run --rm -p 3080:3080 -e MIN_AGENTS=1 mcp-grand-prixFull local race in containers (docker compose)
docker compose up --buildReproduces npm run race end-to-end: the server service runs the game,
the agents service joins the four scripted agents against it (sequentially,
in the same order as scripts/runRace.js, so a fixed seed stays fully
reproducible) and exits when the race ends, and the client service serves
the same spectator build standalone on port 8080 (split-deploy demo).
Spectate:
http://localhost:3080/(served by the game server) orhttp://localhost:8080/?server=http://localhost:3080(client service)Follow the race:
docker compose logs -f agents serverDecision log:
./log/race.jsonl(remove it between runs)Same seed, join order and timing env → same standings as a bare
npm run raceon the same machine.
Configuration (env vars)
Var | Default | Meaning |
|
| HTTP port (MCP, spectator WS, static client, /state, /healthz) |
|
| race length in laps |
|
| strategy window length (s) |
|
| reactive window length (s); spec band 8–15. Own default — never derived from |
|
| wall delay between sim ticks. 250 = 1× real time: 0.25 s sim per 0.25 s wall, so a lap (40 ticks) takes ~10 s of spectator wall time (0 = max speed). Pacing only — never enters sim math, so the same seed produces the same race at any pace. |
|
| deterministic seed (same seed + same join order = same race) |
| stdout only | decision log path (the compose stack uses |
|
| cars required before the race leaves |
|
| how long the finished result is held before the next race session opens (persistent server). |
|
| a queued agent must re- |
|
| post-race spectator track-voting window (s). Set to |
|
| championship season persistence file (log volume, same mount as |
|
| close a strategy window as soon as every active car has a plan and its driver seat is satisfied (autopilot/unclaimed seats never wait out the countdown). |
For bare local runs, the CLI args to node src/server/main.js
(port, laps, window s, tick delay ms, seed, log file) override the env vars.
MIN_AGENTS is env-only (see src/config.js).
Public endpoint
Live demo (VPS): https://gp.peterfrank.se/mcp — MCP Streamable HTTP.
Spectator: https://gp.peterfrank.se/. The race stays in setup until
MIN_AGENTS cars have joined (the demo deploy currently uses
MIN_AGENTS=1, so one car leaves setup; MIN_AGENTS=4 in the VPS env
gives the full four-car demo via npm run demo:public). POSTs must send
Accept: application/json, text/event-stream.
Hosting notes (free tier)
The server idles in the setup phase until MIN_AGENTS agents join, runs
the race, holds the result, and opens the next session — it does not exit
between races (MCPG-34). That is a poor fit for "scale to zero" platforms,
which would keep billing an instance that idles in setup forever; free
tiers also sleep idle instances, and the server has no outbound keep-alive
(inbound spectator pings only, see Spectator client) — so a race with a
connected spectator keeps the instance awake, while idle windows may be
hibernated. The current deployment is a VPS (always-on, see VPS deploy),
where this is a non-issue.
VPS deploy (scripts/deploy.sh)
Run from the agent host: scripts/deploy.sh (or --dry-run to print the planned actions without changing anything) — it compares the newest main SHA against the VPS's deployed SHA, redeploys if behind (or recovers an unhealthy stack), and health-checks the stack on the VPS before reporting; all knobs are env-overridable, see the script header.
The hybrid game loop
The race alternates between a strategy window and a simulated lap:
A strategy window opens (default 30 s; all cars pause).
Every agent reads the state and submits a strategy for the lap — either a plain packet (
pace,tireManagement,aggression,defend,pitNow) or a tactic envelope (MCPG-62): a shortradioline plus up to 3 proposed tactic cards (keyfrom the fixed archetype registry,label,narrative, a fullpacket, exactly onerecommend: true, and a confidence of 50–99). The server stamps every card with its own projection (projectedPos/projectedDeltaS/riskTag) — the agent's numbers are display-only and never drive the sim.If a team posts nothing within
JUNIOR_FALLBACK(10 s), the scripted junior strategist fills in a situational plan (MCPG-62) — autopilot stays meaningful with zero LLMs connected.The window closes when the countdown ends, or EARLIER (default,
EARLY_CLOSE_STRATEGY_WINDOWS=1) the moment every active car has a plan and its driver seat is satisfied — autopilot and unclaimed seats never hold the race hostage to the full countdown. The server then simulates the lap tick by tick (0.25 s of race time per tick): tire wear, fuel burn, traffic drag, probabilistic overtakes and pit stops. At the default 250 ms wall delay per tick the sim runs at 1× real time, so a ~1000 m lap takes ~10 s of spectator wall time (a pit stop takes its full 18 s, watchable live).When every active car has crossed the line, the next window opens. After the final lap the race ends.
Mid-lap, reactive windows (default 10 s, configurable 8–15) pause the sim for affected cars only when a trigger fires:
close_battle— overtake attempt within a tight gap (attacker/defender)critical_tire_wear— wear crosses the critical threshold (once per stint)pit_opportunity— strategy-driven elevated-wear pit offer (once per lap)
Affected agents submit one action via
submit_reactive_action(attack/defend/hold/pit_nowdepending on trigger+role), or do nothing (timeout = hold). The outcome feeds the sim (pass/fail, pit flag), then ticks resume. Weather / safety-car triggers are deferred.
The driver seat (MCPG-62)
The spectator client carries a new human role: the driver. The AI team proposes tactic cards each strategy window; the human either rides AUTOPILOT (the resting default — the team's recommended card runs) or takes the wheel: lock in one of the proposed cards or override with a raw packet. The server simulates the chosen tactic; the consequence shows at the next window.
Transport: the spectator WebSocket (
/spectate). Outbound messages:driver_claim(one driver per car, claim-first; the seat starts in AUTOPILOT),lock_in(a proposal key),override(a raw packet),resume_autopilot(the resting default). Actions are valid only inside a strategy window; a seat's pending action is withdrawn byresume_autopilot.A seat persists across windows and on server-side state; a (re)connecting driver's cockpit rehydrates from one snapshot (seat + mode + the open plan). A dead driver connection releases its seats (a fast reconnect re-claims them).
Broadcast events:
tactics_proposed,driver_locked,driver_override,autopilot_state(claim / lock / override / resume / release). Window resolutions are logged per car asauto_trusted(autopilot ran the team call),strategy_resolvedwithmode: trusted | overridden(driver locked a card),mode: manual(raw override) or the pre-MCPG-62strategy_defaulted.The cockpit (bottom-right panel) shows the status chip + window countdown, the team's radio feed, the tactic cards (confidence bar, server-stamped projections, LOCK IN buttons), TRUST THE TEAM, the override builder and a DEBRIEF strip of the last decided windows.
Team dossiers (MCPG-62)
Every proposing team's windows are recorded — per lap: the plan it proposed
(what it recommended), what ran (chosen + mode), the server's projection and
what actually happened at the next window — plus trust stats (autopilot /
trusted / overridden / manual counts, longest unassisted streak) and how
often the server's projection landed. The dossier persists beside
season.json (/logs/team_dossiers.json, atomic writes, restart-safe,
corrupt file → fresh start) and is surfaced on the results overlay and in
every snapshot's dossiers field. It consumes the same event stream as the
decision log, so the two can never disagree.
MCP tools
Transport: Streamable HTTP at POST /mcp (official @modelcontextprotocol/sdk).
One server instance per client session, all bound to the same authoritative
race. Every tool returns a JSON text result; errors are JSON with an error
field, never transport-level failures.
Tool | Purpose | Idempotency |
| Join with a display name. Driver identity is bound to your MCP session, not the name: the response's | Same session re-joining returns the same car. A name already taken by a different session gets a visible auto-suffix ( |
| Full snapshot: phase, lap, window time left, all cars, standings. | Pure read. |
| Snapshot of one car plus its standing. | Pure read. |
| Position, name, status, laps, gap to leader. | Pure read. |
| All-time championship standings across every completed race: season points (F1 top-8 scoring 15/12/10/8/6/4/2/1 per race), wins, races, DNFs, win streak. Ranked by points, then wins, then fewer DNFs, then name. Updated once per finished race. | Pure read. |
| Strategy for the current window: a plain packet ( | One plan per car per window; a later submission replaces it (the driver seat's pending action, if any, always wins at close). |
| React to an open reactive window ( | First valid action per |
Game state is 100% server-authoritative: the simulation never reads from a client, and nothing a client sends can corrupt the race.
Championship season (MCPG-49)
A persistent F1-style championship accumulates across every completed race
session on the server. Finishing P1–P8 awards 15/12/10/8/6/4/2/1 points
(P9+ and DNF score 0); points are computed once per finished race from its
final standings — no simulation changes, determinism untouched. A win also
feeds the per-driver wins / streak (consecutive wins) counters.
Agents read their position with the read-only
get_season_standingstool (also in every snapshot'sseasonfield, for the host).Spectators see the season total on the results screen (SEASON column) and a ♛ crown on the live leaderboard for the season leader.
Tiebreak: points, then wins, then fewer DNFs, then name.
Persistence: one JSON file on the log volume —
/logs/season.json(override withMCGP_SEASON_FILE) — written atomically after each race and loaded at startup, the same pattern as the post-race track decision. A corrupt file starts a fresh empty season with a logged warning; it never crashes the server. If the file cannot be written (e.g. a bare local run without a/logsvolume), the award stays in memory, aseason_save_failedentry is logged, and the write is retried on the next race — the rotation loop keeps running.Reset (manual, no admin UI): stop the server, delete the season file (e.g.
docker compose exec server rm /logs/season.json), start it again.Every award is logged as
season_points_awardedin the decision log with per-carpointsEarned.
Connect your own agent
Easiest path: open the spectator welcome screen (any running server, e.g.
https://gp.peterfrank.se/) and copy the premade prompt from there — it
points your AI at the right endpoint and one paste is enough for a capable
agent to connect and join_race.
Any MCP client can race. Against a running server (local npm start, or
npm run demo while it's in setup, or the public
https://gp.peterfrank.se/mcp):
Connect over MCP Streamable HTTP. The endpoint speaks JSON-RPC over
POST /mcpand clients must sendAccept: application/json, text/event-stream(the standard MCP SDK transport does this for you).join_race { name: "YourDriver" }— returns yourcarIdand grid position. Joining works while the phase issetup; outsidesetupthe server queues you (FIFO, up to the grid size) and returnsqueuedwith your position — re-calljoin_raceduring the nextsetupwithinPENDING_GRACE_SECONDSand your seat is guaranteed. A full queue returnsqueue_full; retry a bit later.Loop:
get_race_statewhile the phase isstrategy_window→ submit onesubmit_phase_strategyper window (pace,tireManagement,aggression,defend,pitNow). First valid packet per window wins.When
get_race_state().reactiveWindowis non-null and yourcarIdis inreactiveWindow.carIds, submit onesubmit_reactive_actionfromreactiveWindow.allowedByCar[carId]before it closes. No action =hold.
Read
get_standingswhen the phase isfinished.
The four scripted agents in agents/ (aggressive, conservative,
pitHeavy, random) are working reference implementations of exactly this
loop — run one standalone with:
npm run agent -- --profile aggressive --name MyAgent --url http://127.0.0.1:3080/mcp --seed 7Spectator client (Slice 2)
A plain-ES-module Three.js app in client/ (no framework, Three.js vendored
in client/vendor/), served by the game server itself and live-connected
over one WebSocket.
Server URL. In this order: the ?server= (or ?ws=) query parameter,
then window.MGP_SERVER_URL (set from your hosting platform's env), then the
page's own origin. http(s) is converted to ws(s) and /spectate is
appended. Vercel deploy: publish client/ as a static site and pass the
game server URL as ?server= — or set window.MGP_SERVER_URL from a
build-time env var in the HTML template. (Vercel project configuration for
Slice 3; there is no vercel.json yet.)
Protocol (JSON over ws://host:port/spectate), 10 Hz server-push:
Frame | Direction | Meaning |
| server → client | once on connect: protocol version, track, lap count, current phase. |
| server → client | every 100 ms: a self-contained full state — phase, lap, window time, race clock, all cars (track distance |
| client → server | keep-alive, ~every 30 s while the tab is open and the race is running. |
| server → client | reply to |
On phase: 'finished' the server sends exactly one final snapshot, then goes
quiet but keeps connections open for the results screen. The server is
persistent (MCPG-34): after RESULTS_HOLD_SECONDS it opens the next session
and re-broadcasts a new hello to every connected client, which resets
(scene rebuild, overlays cleared, pending queue visible) without a page
reload. The final snapshot is still flushed synchronously before
race_complete is printed, so it lands even when the npm run race
orchestrator kills the server with SIGTERM. If the socket drops and the
server has already finished a race, the client asks GET /state — a live
server means "reconnect, the next race is coming", an unreachable one means
"ended" (retries keep running in the background, so a redeploy flips the
status back to connected). A plain GET /state HTTP
endpoint returns the same state as JSON — the client uses it as a fallback if
its socket drops without a finished frame (e.g. the host went to sleep),
and 2+ spectators remain stable through a full race because each tab is an
independent, self-healing connection (auto-reconnect with backoff while the
race is still on).
Rendering: the track is a CatmullRomCurve3 ribbon scaled to the server's
1000 m / 5-sector layout (sector ticks, start/finish, pit lane with boxes);
cars are simple colored meshes with projected DOM labels, interpolated
~150 ms behind real time between snapshots, oriented along the curve.
DOM overlays: phase chip, lap, race clock, spectator counter, strategy-window
banner (with per-driver submitted checkmarks), live leaderboard (with tire-wear
bars), start and results screens.
What's new / features page (MCPG-35). GET /features serves a
changelog page (client/features/index.html) — same static serving, no
server-code changes, works identically on the :8080 client service. The
content lives in one hand-edited file, client/features.json:
[{ id, date, title, notes[] }, …] with id strictly increasing — add one
entry in the same PR that ships the slice. A small "NEW" badge appears in
the spectator HUD while the file has entries newer than what the browser has
seen (localStorage['mgp-features-seen']); opening /features stores the
max id and hides it. The badge opens the page in a new tab so the live race
stays visible. On the VPS, deploy.sh stamps client/build-info.json
({"sha": …}) before the build; the page footer shows build <sha7> when
present and omits the line otherwise.
Layout
src/
config.js all tunables in one place
rng.js seeded mulberry32 RNG (deterministic races)
track.js track definition (1 km, 5 sectors)
season.js championship season points (MCPG-49): F1 top-8
scoring, persistence, ranking — pure + file I/O
sim/simulation.js the authoritative race engine (pure, deterministic)
sim/car.js car model
sim/strategies.js the four scripted agent profiles (pure functions)
logging/decisionLogger.js JSONL append-only decision log
server/main.js CLI entry point (node src/server/main.js)
server/http.js HTTP server: MCP endpoint, GET /state, GET /healthz,
static files
server/mcpServer.js the MCP tool surface (one per session)
server/raceSession.js real-time owner: walls the clock, ticks the sim
server/spectator.js the spectator WebSocket hub (hello, 10 Hz snapshots,
keep-alive ping/pong, exactly-once final snapshot)
server/staticFiles.js minimal static file server for the client folder
server/staticServe.js standalone static server for split deploys (Docker
`client` service, Vercel)
client/ Three.js spectator client (index.html, js/, vendor/)
features.json changelog content for /features (MCPG-35)
features/index.html the /features page (static, same serving rules)
agents/
agentBase.js MCP client loop: join, poll, submit once per lap,
react to reactive windows
run.js standalone agent process (npm run agent)
scripts/runRace.js `npm run race` orchestrator (server + 4 agents)
scripts/runAgents.js agents-only orchestrator for the Docker stack
scripts/demo.js `npm run demo` / `demo:public` — watchable demo:
local server + 4 agents with a live decision
narrator, or the public server
scripts/demoNarration.js pure event → narration text (unit-tested)
Dockerfile multi-stage, non-root image (server, agents, client)
docker-compose.yml local stack: server + scripted-agent race + client
test/ Vitest: sim, strategies, reactive, MCP over HTTP,
spectator, static serving, end-to-end, demo
log/ decision logs (gitignored, .gitkeep keeps it for Docker)Decision log
Every race writes one JSONL file (path printed at the end of npm run race
and npm run demo), one line per event: session_started, agent_joined,
race_start, window_opened, strategy_submitted, strategy_defaulted,
window_closed, reactive_window_opened, reactive_action_submitted,
reactive_action_defaulted, reactive_window_closed, lap_complete,
overtake, pit_stop_enter, pit_stop_complete, finish, retired,
race_finished, session_finished, spectator traffic
(spectator_connected, spectator_disconnected, spectator_final_broadcast)
— plus agent-side lines (agent_decision, agent_strategy_rejected,
agent_reactive, agent_reactive_rejected) written by the agent processes.
Strategy decisions, reactive actions and pit calls are the lines an analyst
(or a human spectator) will care about — npm run demo narrates exactly
these lines live.
Testing
test/sim.test.js— pure simulation: race flow, determinism, laps, fuel/tire retirement, pit stops, overtakes, standings.test/strategies.test.js— the four scripted profiles: output shape, determinism, and their pit logic.test/mcp.test.js— real MCP clients over real HTTP: join idempotency, read tools, strategy first-wins, a full race driven through the tools.test/reactive.test.js— reactive windows: each trigger fires with the right cars and roles, only allowed actions are accepted, outcomes feed the sim, and the race stays deterministic with windows enabled.test/race.test.js— end-to-end: the server process with four in-process scripted agents, asserting the hybrid loop actually runs (one window per lap), everyone submits, pits happen, and the race finishes with sane gaps.test/spectator.test.js— the WebSocket feed against a real race: hello + self-contained snapshots, two concurrent spectators (plus a third mid-race), cars actually moving forward, exactly one final snapshot, keep-alive ping/pong, mid-race reconnect, and the real browserSpectatorConnectionclass (Node's built-in WebSocket) surviving a forced mid-race drop and reporting the end viaGET /state.test/static.test.js— the static file server: the client page and its assets,GET /stateJSON,GET /healthz(no race → race status with id + phase after an agent joins), path-traversal rejection, 404 for unknown paths.test/features.test.js— the /features changelog page: features.json shape (parse + strictly increasing ids), and static serving of/features,/features/,/features.json, the renderer and the badge.test/staticServe.test.js— the standalone static server for split deployments (same files, same 404 shape).test/demo.test.js— the demo narration: every narrated decision type renders the right text, non-decision events stay quiet.
All tests are deterministic (seeded RNG, tickWallDelayMs: 0, immediate
window closes) and run in ~30 s.
Roadmap
Next — weather and safety-car triggers (the two deferred reactive triggers; everything else in this README is shipped).
Slice 1 (done) — core sim, MCP tools, scripted agents, logging, tests.
Slice 2 (done) — Three.js spectator client over WebSocket.
Slice 3 (done) — reactive windows + event triggers, scripted agents reacting, VPS deploy (
https://gp.peterfrank.se/).Slice 4 (cancelled) — Playwright e2e suite; the deterministic Vitest suite (including the end-to-end race test) covers the same ground.
Slice 5 (done) — live demo (local + public) and this README.
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MCP server for building and testing AI agents with multi-model experimentation and insights.
MCP server exposing the Backtest360 engine API as tools for AI agents.
LLM Orchestration Agent (Mcp)
- UnifAPIOAuthcom.unifapi
Hosted MCP server for live public-data APIs and Skills for AI agents.
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