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
- Authentication: the client obtains a JWT/ticket from the IdP.
- Discovery: the client queries Discovery with a Bearer JWT.
- Listing: Discovery returns masked rooms and filters.
- Resolution: the client chooses a room and gets its address and a join ticket.
- Handshake: the client establishes ECDH with the room.
- Synchronization: client and room exchange reactive state with
_id/ttl_ms.
Responsibilities by Layer
| Layer | What it does | Security |
|---|---|---|
| IdP | Issues player credentials | OAuth2 / OIDC / public key |
| Discovery | Aggregates rooms, masks addresses, issues tickets | mTLS (rooms) + JWT/JWKS (clients) |
| Room | Runs the match simulation | ECDH + AES-256-GCM / ChaCha20 |
| Client | Renders the game, syncs inputs | Shared 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.