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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 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.