DurisMUD Engineering

Server Architecture

DurisMUD server persistence architecture DurisMUD admits clients only after a fail-closed boot compatibility gate, keeps gameplay on one game loop, routes consistent loads and typed asynchronous writes to MySQL or MariaDB authority, and uses Redis only for optional cache and bounded world recovery. DMS PROCESS DATA AUTHORITY SESSIONS OPENS LOOP VERIFY FIRST CONSISTENT CACHE / RECOVERY MUD Clients TELNET / TLS / WS Boot Compatibility Gate TARGET / SESSION / SCHEMA BEFORE LISTENERS OR WRITES Single Game Loop GAMEPLAY / CAPTURE / ADMISSION NO EXTERNAL IO ON PULSE Consistent Player Load READ-ONLY TRANSACTION COMPLETE REVISION OR FAIL Revisioned Snapshots IMMUTABLE CAPTURE / JOURNAL KEYED SAVE WORKERS Critical Commands IDENTITY / JOURNAL / FENCE INBOX / OUTBOX / LEDGERS Bounded Support Work MAINTENANCE / LEGACY QUEUES LIFECYCLE SLOT DISABLED MySQL / MariaDB DURABLE AUTHORITY CURRENT ROWS / LEDGERS HISTORY / POLICY METADATA Optional Redis RECONSTRUCTIBLE CACHE BOUNDED WORLD RECOVERY LEGEND FAIL-CLOSED / AUTHORITY PROCESS OPTIONAL / RECONSTRUCTIBLE docs/reference/ARCHITECTURE.md