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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/ or Games/.
  • Domain / franchise vocabulary is forbidden in Framework cores (commercial charter).
  • Architecture DAG is enforced by validation scripts in-repo.