Motivation and Vision
The Open Game Server Ecosystem is an open, standardized, and generic specification for the architecture of multiplayer game servers.
Goal
Define a standard that is fully agnostic of:
- Game engine: Unity, Unreal, Godot, Web, and others
- Programming language: Python, Go, Rust, Node.js, C#, and others
- Infrastructure: cloud providers, containers, bare metal
Core Principles
1. Decoupling
Clearly separate the responsibility of discovery and masking (the Discovery Server, the "Discovery") from the execution of matches (decentralized room instances).
2. Scalability
An architecture that can scale from one room to thousands of rooms hosted across many providers or containers, without central bottl_msenecks.
3. Dynamic Security
A unique encryption key per room, stateless client identity validation through JWT, and mTLS authentication between infrastructure components.
4. Efficiency
A reactive state schema with smart caching (_id and ttl_ms), which reduces unnecessary data traffic.
5. Flexibility
Support for multiple transports (HTTP, WebSockets, SSE) in parallel, or configured for the profile of each game.
Component Structure
The client gets its credentials from the IdP, resolves rooms through Discovery, and connects directly to the chosen room.
Next Steps
Read the Architecture and Components sections to see how these elements relate in depth.