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