Capabilities¶
Framework v1 ships owner-isolated gameplay capabilities with produced-command orchestration and composite persistence. Each capability follows a PR1–PR4 lifecycle and final gate reports in the source repo.
Owner capabilities (F12–F20)¶
| Capability | Focus | Notes |
|---|---|---|
| Inventory | Item ownership / slots | Composite union slice |
| Loot | Loot consumer path | Consumes inventory boundaries |
| Persistence | Save/load infra | Header + round-trip proofs |
| Quest | Quest owner | Union slice |
| Economy | Currency / economy boundary | Cross-owner settlement |
| Crafting | Crafting owner | Recipe / produce commands |
| Vendor | Vendor trade | Ownership boundary ADR |
| Mail delivery | Owner isolation | |
| Marketplace | Player marketplace | Final F20 gate |
Composite union v13: frozen multi-slice format (magic 0x4D4D4F50, FormatVersionId = 1).
Inventory (F12)¶
- Player/item ownership model with fail-closed validation.
- Integrates into the composite persistence union.
Loot (F13)¶
- Loot consumption path that respects inventory ownership rules.
Persistence (F14)¶
- Persistence infrastructure for composite state.
- Verified round-trip and CI throughput baselines (PH5).
Quest (F15)¶
- Quest owner capability with versioned union slice.
Economy (F16)¶
- Economy/currency ownership boundary and settlement via produced commands.
Crafting (F17)¶
- Crafting owner; recipe/produce flows under capability isolation.
Vendor (F18)¶
- Vendor trade against explicit ownership ADRs.
Mail (F19)¶
- Mail delivery as an isolated owner capability.
Marketplace (F20)¶
- Marketplace listing/trade path; closes the F12–F20 capability set for Framework v1.
Foundation plugins (samples)¶
Plugin folder names under Framework/ include (non-exhaustive):
MMOCore, MMOBuffer, MMOSerialization, MMOSimulation, MMOProtocol, MMONetwork, MMOInventory, MMOLoot, MMOQuest, MMOEconomy, MMOCrafting, MMOVendor, MMOMail, MMOMarketplace, MMOCombat, MMOSkill, MMOCharacter, MMOServerHost, MMOClientHost, MMOTelemetry, …
Each plugin is intended to stay independently documentable and testable.
Platform hardening evidence¶
| Milestone | Focus |
|---|---|
| PH0 | Cross-owner orchestration |
| PH1 | Stress + fuzz + corruption (minimum) |
| PH2 | Long replay (1M / 2M ticks, multi-owner) |
| PH3 | Corruption recovery matrix |
| PH4 | Migration / explicit deny |
| PH5 | Save/load throughput baseline |
See Roadmap for what remains before a live MMO product.