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Architecture Overview

The Open Game Server Ecosystem is a decentralized, high-performance architecture for managing multiplayer game rooms and discovering matches.

Ecosystem Layers​

Connection Flow​

  1. Authentication: the client obtains a JWT/ticket from the IdP.
  2. Discovery: the client queries Discovery with a Bearer JWT.
  3. Listing: Discovery returns masked rooms and filters.
  4. Resolution: the client chooses a room and gets its address and a join ticket.
  5. Handshake: the client establishes ECDH with the room.
  6. Synchronization: client and room exchange reactive state with _id/ttl_ms.

Responsibilities by Layer​

LayerWhat it doesSecurity
IdPIssues player credentialsOAuth2 / OIDC / public key
DiscoveryAggregates rooms, masks addresses, issues ticketsmTLS (rooms) + JWT/JWKS (clients)
RoomRuns the match simulationECDH + AES-256-GCM / ChaCha20
ClientRenders the game, syncs inputsShared secret derived by ECDH

Advantages of This Architecture​

✅ Horizontal scalability: add rooms without redesigning the architecture ✅ Resilience: a failing room does not affect other rooms ✅ Multi-tenancy: multiple games and providers can use the same Discovery ✅ Engine-agnostic: any client (Unity, Godot, Web) works ✅ Layered security: there is no single cryptographic point of failure

Continue with the individual Components.