Architecture¶
Customer-facing map of the MMORPG Framework tree. Normative specs and ADRs remain in the source repository.
Product principle¶
The framework is primary. Games and adapters are independent deliverables — not the center of the platform.
Repository layout¶
| Path | Responsibility |
|---|---|
Framework/ |
Unreal plugins (domain-agnostic names only) |
Runtime/ |
Host .uproject for editor build, automation, benchmarks |
Protocols/Specifications/ |
Wire + simulation RFCs (WIREFORMAT, PROTOCOLFORMAT, SIMULATIONCORE, …) |
Protocols/Schema/ |
Schema DSL (capability serialization) |
Editor/ |
Editor tools |
Adapters/ |
Optional legacy/game bindings (must not reverse-depend into Framework cores) |
Games/ |
Deferred game content |
Documentation/ |
Constitution, ADR, gates, glossary, quality |
Tools/ |
CI / validation scripts |
Simulation model (short)¶
- Deterministic command → state simulation (Architecture Constitution AC-001–AC-007).
- Owner isolation — capabilities do not leak ownership across modules.
- Produced-command orchestration — cross-owner settlement under fail-closed rules.
- Replay identity — long replay and hash proofs under PH1/PH2.
Dependency rules¶
- Framework plugins must not depend on
Adapters/orGames/. - Domain / franchise vocabulary is forbidden in Framework cores (commercial charter).
- Architecture DAG is enforced by validation scripts in-repo.
Related hub pages¶
- Capabilities
- Quick start
- Authors — where deep contracts live