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eidolon

High-concurrency, zero-GC MMO world server engine in pure Rust.
Host thousands of concurrent players for pennies on the dollar with locked 20 Hz simulation, zero lag, and a sub-1KB/s wire footprint.

License: BSL 1.1 Indie Grant: <$1M Free Language: Rust Dependencies: 0 External 10k CCU Tick: 0.25ms Wire Footprint: <1.2 KB/s Safety: Deny Unsafe

Overview • The Dual Bottleneck • Architectural Pillars • Playable Slice • Engines • Benchmarks • Workspace Crates • Quickstart • Best Practices • Documentation • License


Overview

eidolon is an authoritative, high-concurrency headless MMO world server engine engineered from first principles in pure Rust. It delivers unrivaled hardware density and locked, zero-lag simulation pacing while solving the two fatal economic and architectural traps in online multiplayer: server infrastructure bloat and bankruptcy-level cloud network egress bills.

The Problem with Traditional Multiplayer Architectures

Legacy multiplayer server architectures force an expensive, painful tradeoff:

  1. Lobby frameworks (e.g. 5v5 session runners): Lightweight for short, isolated matches, but fundamentally lack the spatial data structures and state machines required to host contiguous, persistent open worlds.
  2. Monolithic legacy MMO servers: Bulky engines (Java, C#, or unoptimized C++) requiring 16 GB to 64 GB of RAM per instance. They suffer from garbage collection (GC) latency spikes, pointer-chasing cache thrashing, and fragile external middleware.
  3. The Infrastructure and Egress Tax: Streaming uncompressed 32-bit floats burns 20 to 80 KB/s per client, generating hundreds of thousands of dollars in cloud egress while requiring fleets of costly virtual machines just to host a few thousand players.

The eidolon Mandate: Micro-Scale Cost, Hyper-Scale Concurrency

eidolon flips multiplayer backend economics from the ground up:

  • Host Thousands for Pennies on the Dollar: Simulate 1,000+ concurrent players on a single $5/month VPS or Google Cloud free-tier e2-micro VM with locked 20 Hz pacing and zero lag.
  • Microsecond Zero-GC Simulation Pacing: Simulates 10,000 active entities in 0.249 ms (p99), leaving 99.50% CPU headroom for gameplay scripts, pathfinding, and combat. Enforces single 64-byte L1 cache-line aligned Struct-of-Arrays storage and 8-lane SIMD vector kinematics.
  • Sub-1KB/s Wire Footprint: Compresses authoritative client replication down to 1.02 KB/s (L3/L4 wire) via 44-bit quantization, 2nd-order kinematic dead reckoning, distance-adaptive multi-res AoI, and 32-bit streaming rANS entropy coding.
  • Scale-to-Zero Compute & EoS Defense: Solves the End-of-Service (EoS) cliff. Inactive accounts hibernate in <256 bytes ($0.0001/mo), while ephemeral dungeon rooms spin up in <50ms and reclaim 100% compute on party exit.
  • Elastic Agones Kubernetes Scalability: Empirically verified up to 10,000 CCU on a single node (0.249 ms p99 tick, 99.50% CPU headroom); architected to scale horizontally to millions of concurrent users across Agones Kubernetes clusters without an architectural rewrite.

The Dual Bottleneck: Server Infrastructure Bloat and The Egress Trap

Multiplayer games fail economically from two compounding bottlenecks: CPU/memory bloat on the host, and public network egress billed by cloud providers (AWS, GCP, Azure) at $0.05 to $0.12 per gigabyte.

1. The Compute Problem: Memory Bloat & GC Latency

Traditional servers consume 16 GB to 32 GB of RAM and 8 vCPUs to handle 500 to 1,000 players. Stop-the-world garbage collection pauses (20ms to 100ms) destroy real-time physics, causing rubberbanding and combat lag.

eidolon replaces this with:

  • <48 KB per player session: 1,000 concurrent players consume only ~78 MB of RAM total, fitting comfortably inside a 1 GB free-tier VM.
  • 0.25 ms per tick (10,000 CCU): Consumes less than 0.5% of the 50.0 ms tick budget on modern cores, completely eliminating simulation lag.
  • 1.15 µs Async Journaling: Double-buffered WAL queue swaps in 1.15 µs, completely eliminating disk sync tick stalls.

2. The Network Problem: The 20 KB/s Egress Trap

Streaming raw IEEE 754 coordinates at 20 KB/s per player burns over $237,000 per month ($2.85M/year) at 100,000 CCU, and exceeds $2.37M per month ($28.5M/year) at 1,000,000 CCU.

eidolon compresses the authoritative wire footprint down to an average of 1.02 KB/s (L3/L4 wire), slashing bandwidth bills by 94.9%:

Scale / Concurrency Unoptimized Baseline (20 KB/s) Semi-Optimized (8 KB/s) eidolon Authoritative Wire (1.02 KB/s) Annual Studio Savings
Bandwidth per Player 20.0 KB/s (160 kbps) 8.0 KB/s (64 kbps) 1.02 KB/s (8.2 kbps) 94.9% Bandwidth Reduction
5 Players (Dev / EoS) $11.87 / mo ($142 / yr) $4.75 / mo ($57 / yr) $0.61 / mo (Free VM + ~$0.61 egress) $135 / yr (Free VM Eligible)
1,000 CCU (Indie / Private) $2,374 / mo ($28.5k / yr) $949 / mo ($11.4k / yr) $121 / mo ($1.45k / yr) $27,036 / year
10,000 CCU (Mid-Scale MMO) $23,738 / mo ($285k / yr) $9,495 / mo ($114k / yr) $1,211 / mo ($14.5k / yr) $270,324 / year
100,000 CCU (Top Steam Title) $237,381 / mo ($2.85M / yr) $94,952 / mo ($11.4M / yr) $12,106 / mo ($145k / yr) $2,703,300 / year
1,000,000 CCU (Global Hit) $2,373,811 / mo ($28.5M / yr) $949,524 / mo ($11.4M / yr) $121,064 / mo ($1.45M / yr) $27,032,964 / year

Calculated at blended $0.07/GB cloud internet egress across 16 active gameplay hours per player day (8.8 GB/month for 5 players; after GCP's 1 GB free egress credit, net egress is ~$0.61/mo, while e2-micro VM compute is 100% free). For groups playing under 250 aggregate player-hours/month, total egress remains under 1 GB, making hosting literally $0.00/month. See docs/COST_ANALYSIS.md for full financial breakdowns.


Key Architectural Pillars

1. Sub-1KB/s Authoritative Wire Budget

  • Intent-Based Dead Reckoning: Transmits velocity and movement intent only on acceleration, heading shift, or state transition. Server and client execute deterministic extrapolation between updates, eliminating up to 85% of movement packets.
  • Dynamic 3-Tier Area of Interest (AoI):
    • Immediate Tier (< 10m): High-frequency updates at 10 Hz (combat targets, close interactions).
    • Mid Tier (10m - 50m): Interpolated updates at 2 Hz (patrolling NPCs, ambient players).
    • Horizon Tier (> 50m): Event-only state changes (visibility enter/leave).
  • Asymmetric Coordinate Quantization: Local cell coordinates quantized to 16-bit integers ($X, Z$) with sub-millimeter precision ($\approx 0.97\text{ mm}$), 12-bit elevation ($Y \approx 7.8\text{ mm}$), and 1-byte yaw ($256$ discrete angles $\approx 1.4^\circ$).
  • 7-Byte Wire Bitpacking: Full spatial transform, heading, and action bitflags packed into just 7 bytes.

2. Deterministic Zero-GC Simulation Tick Loop

  • Fixed 20 Hz / 50ms Cadence: Synchronous simulation runner with target-instant monotonic clock pacing.
  • Zero Allocations in Hot Paths: Zero runtime heap allocations (Vec::new(), Box, String) inside the simulation loop. Entity slots, spatial buckets, and packet queues use pre-allocated contiguous memory pools.
  • Microsecond Execution Timing: Tick budget enforcement with phase instrumentation (Ingress, Simulation, Spatial Partitioning, Egress Flush). Median tick duration is 3.06 ms, leaving >93% CPU headroom.

3. Physical Durability & RPO = 0 Commit Semantics

  • Synchronous Disk Barrier: Physical POSIX fdatasync (sync_data) executes before the server acknowledges economic mutations (currency spends, item trades, gacha pulls) to the client, guaranteeing Recovery Point Objective (RPO) = 0 across process crashes or host failure.
  • Crash Recovery & Truncated Write Defense: The append-only durable journal (DurableFileJournal) employs 8-byte framing magic (0xE1D0_4A52) and Adler-32 checksums. Incomplete trailing writes from sudden SIGKILL or power loss are cleanly discarded during recovery without panics or in-memory corruption.
  • Disposable Zone Server Reconstruction: A replacement zone node reconstructs authoritative world state from a base checkpoint plus sequential WAL replay in under 2.0 seconds (RTO < 2.0s). Full specifications in docs/DISASTER_RECOVERY.md.

4. Distributed Session Security, Anti-DoS & Identity Pipeline

  • 3-Tier Identity Hierarchy: Enforces an AccountId -> SessionTicket -> CharacterId capability pipeline.
  • Concurrent Login Revocation: Monotonic generation fences immediately invalidate prior session capability tokens when a user logs in from a new device, eliminating dual-login duplication exploits.
  • Cross-Account Write Protection: Cryptographically fences character mutations, rejecting unauthorized cross-account actions.
  • Cryptographic Association: Ephemeral 3-way handshake (ConnectChallenge / ConnectFinalize) authenticated via native HMAC-SHA256 with 64-bit sequence replay windows.
  • Anti-DoS Quotas: Per-socket token bucket rate policers (40 pps / 32 KB/s) and a hard 64 KB per-connection memory ceiling.

5. Unified End-to-End Pipeline Backpressure

  • Bounded Queues Throughout: Hard compile-time capacities on ingress, simulation, AoI, and egress queues.
  • Hierarchical Priority Shedding: Under extreme network backpressure, low-priority packets are shed systematically while preserving critical state: $$\text{Critical Combat} &gt; \text{Nearby Movement (&lt;10m)} &gt; \text{Mid-Range (&lt;50m)} &gt; \text{Far State} &gt; \text{Cosmetics}$$
  • Ingress & Egress Saturation Defense: Stale movement updates are dropped under saturation while 100% reliable command delivery is guaranteed.

6. First-Principles Native Cryptography (Zero Dependencies)

  • Standardized Implementations: Native, first-principles SHA-256 and HMAC-SHA256 verified bit-for-bit against official NIST CAVP vectors and all 7 RFC 4231 standard test cases.
  • Side-Channel Defense: Constant-time 32-byte equality check (constant_time_eq) protected by compiler core::hint::black_box barriers to defeat timing side-channel attacks.
  • Enterprise Pluggability: Abstract CryptoProvider trait enables drop-in substitution of hardware-accelerated or FIPS-140 certified HSM backends.

8. Authoritative MMO Gameplay Systems & Tooling

  • Equipment & Stat Aggregation: 9-slot gear system (Head, Chest, MainHand, OffHand, Legs, Feet, Ring1, Ring2, Amulet) with saturating stat modifiers (health_bonus, attack_power, armor, speed_bonus) and atomic WAL-backed equip transactions.
  • Cast Bars & Movement Interrupts: Deterministic cast progress state machine with automatic interrupt detection on $>0.5$m displacement and damage reception.
  • Fixed-Point Geometric AoE (Zero Sqrt): 32.32 fixed-point Cone, Sphere, and Box collision queries evaluated via algebraic vector squaring and forward yaw dot products without square roots or trigonometric calls.
  • Proximity Chat & Party Management: 25-meter spatial proximity chat with token bucket rate limiting, alongside 8-player party coordination with real-time health and mana vitals replication.

9. Gacha & Long-Tail EoS Preservation

  • Scale-to-Zero Co-op Instances: Ephemeral battle rooms spin up in <50ms only when parties enter a portal. When no instances are running, compute cost drops to $0.
  • Cold-State Account Hibernation: Inactive player rosters, pity counters, and inventories compress into cold storage binary snapshots (<256 bytes per account, <2 µs hydration), enabling games to run in Perpetual Maintenance Mode indefinitely.

World Topology

eidolon uses a hybrid zoned and instanced topology:

                              ┌───────────────────────────────┐
                              │     eidolon-server Binary     │
                              │    (Multi-Threaded Runner)    │
                              └───────────────┬───────────────┘
                                              │
                      ┌───────────────────────┴───────────────────────┐
                      ▼                                               ▼
      ┌───────────────────────────────┐               ┌───────────────────────────────┐
      │     Persistent Open World     │               │   Ephemeral Dungeon Instances │
      │        (Spatial Grid)         │               │     (Isolated Room Threads)   │
      ├───────────────────────────────┤               ├───────────────────────────────┤
      │ • Seamless Zone A             │               │ • Ephemeral Dungeon Room #1   │
      │ • Seamless Zone B             │               │ • Co-op Battle Instance #402  │
      │ • In-memory entity migration  │               │ • Dynamic thread allocation   │
      │ • Zero loading screens        │               │ • Reclaim memory on exit      │
      └───────────────────────────────┘               └───────────────────────────────┘
  • Seamless Persistent Zones: Open-world zones are partitioned into flat spatial hash grids. When an entity crosses a boundary, ownership is handed off in memory across spatial grids with 16-meter overlapping seams, eliminating loading screens.
  • Ephemeral Dungeon Instances: Dungeons, raids, arenas, and housing interiors are lightweight private rooms allocated dynamically on party entry and reclaimed immediately on exit.

Playable Mini-MMO Vertical Slice

To experience the entire end-to-end stack running authoritatively with real UDP sockets, 20 Hz simulation tick, 44-bit quantization AoI broadcast, 60 FPS client-side dead reckoning extrapolation, gear equipping, spell casting with movement interrupts, cone AoE cleave, proximity chat, and durable WAL fdatasync, run the self-contained vertical slice:

cargo run -p eidolon-server --example tiny_mmo

What this executable demonstrates:

  1. Zero-GC Server Initialization: Boots an authoritative EidolonApp listening on non-blocking UDP with an integrated spatial hash grid and append-only WAL.
  2. NPC Monsters in 3D Space: Spawns wandering entities (Goblin Scout, Orc Warrior, Forest Wolf) partitioned in spatial buckets.
  3. Cryptographic 3-Way Handshake: Connects a native client (Sir Galahad) through challenge/proof tokens.
  4. Dynamic AoI Discovery: Streams nearby monster transforms bitpacked into 22-byte diff updates.
  5. WASD Intent & 60 FPS Dead Reckoning: Streams movement vectors and executes deterministic kinematic extrapolation between 50ms server ticks with zero rubber-banding.
  6. Authoritative Equipment & Stats: Equips Steel Longsword (+15 AP) and Kite Shield (+20 Armor) via atomic durable transaction.
  7. Cast Bar & Movement Interrupt: Initiates a 3-second Fireball cast; cancels it upon moving $>0.5$m with a reliable CastInterrupted event.
  8. Geometric Cone AoE Cleave: Casts Arcane Cleave (45-degree cone, 8m range) hitting both the Goblin Scout and Orc Warrior in front.
  9. Spatial Proximity Chat: Sends local chat message routed exclusively to entities within 25.0 meters.
  10. Durable WAL Barrier: Persists transactions to disk via physical fdatasync.
  11. Crash & Reconnect Resumption: Client disconnects and immediately reconnects, resuming authenticated session state.
  12. ASCII World Status Map: Visualizes final player, monster, and defeated entity coordinates in terminal.

Game Engine Integration (Godot, Unreal, Unity & Custom Engines)

eidolon is built to serve as the unified backend for commercial and in-house game engines.

Through crates/eidolon-ffi and crates/eidolon-client, the engine exports an unmanaged ANSI C99 ABI with panic-safe FFI boundaries, accompanied by idiomatic binding wrappers:

                      +---------------------------------------+
                      |   Authoritative Eidolon MMO Server    |
                      |   (20 Hz Tick, Spatial AoI, WAL)      |
                      +---------------------------------------+
                                          ^
                                          | UDP (<1.2 KB/s)
                                          v
                      +---------------------------------------+
                      |        eidolon-client (Rust)          |
                      |  - Intent Streaming                   |
                      |  - 44-bit AoI State Reconstruction    |
                      |  - Continuous Dead Reckoning Extrap.  |
                      +---------------------------------------+
                                          ^
                                          | Native Call
                                          v
                      +---------------------------------------+
                      |         eidolon-ffi (C ABI)           |
                      |  - include/eidolon.h                  |
                      |  - libeidolon.so / .dylib / .dll      |
                      +---------------------------------------+
                           |                              |
            +--------------+---------------+              |
            |                              |              |
            v                              v              v
  +--------------------+        +--------------------+  +--------------------+
  |    Unity Engine    |        |  Godot Engine 4    |  |  Unreal Engine 5   |
  |  (C# P/Invoke)     |        |  (C# / GDExtension)|  |  (C++ Subsystem)   |
  +--------------------+        +--------------------+  +--------------------+

Supported Integration Paths:

  • Godot 4 (.NET / C#): Drop bindings/csharp/EidolonClient.cs and the compiled native library into your project. Call _client.PollEvents() and _client.ExtrapolateEntity() inside _PhysicsProcess.
  • Unreal Engine 5 (C++ Plugin): Include bindings/cpp/EidolonClient.hpp in a UGameInstanceSubsystem or FTickableGameObject, updating actor transforms in Tick(float DeltaTime).
  • Unity (2021+, 2022+, Unity 6): Drop bindings/csharp/EidolonClient.cs and native libraries into Assets/Plugins/Eidolon/. Call from any MonoBehaviour script.
  • Custom C / C++ Engines: Link directly against libeidolon using standard ANSI C99 header include/eidolon.h or C++17 RAII wrapper bindings/cpp/EidolonClient.hpp.

Complete step-by-step setup guides, build instructions, and code samples are provided in: Game Engine Integration Guide (docs/GAME_ENGINE_INTEGRATION.md)


Performance Benchmarks & Wire Metrics

All performance claims and wire budgets are measured empirically using automated integration test suites and high-precision microbenchmark harnesses.

1. Verified Wire Footprint (2,000 Concurrent Bots, 100 Observers)

From the automated load simulation harness (crates/eidolon-server/tests/simulation_harness.rs) simulating 2,000 active bots in a multi-zone world topology with 100 active observer clients receiving full 3D AoI queries, visibility reconciliation, and tiered replication across 4 UDP multiplexed sockets:

Metric Budget Target Measured Production Result Status
Server Replication Egress (L7 Payload) < 1,228.8 B/s (1.2 KB/s) 766.51 B/s (0.75 KB/s) 37.6% Headroom
Server Replication Egress (L3/L4 Wire) < 1,228.8 B/s (1.2 KB/s) 1,046.51 B/s (1.02 KB/s) Conforms to Wire Budget (Includes 28B IP/UDP)
Client Input Ingress (L7 Payload) < 1,228.8 B/s (1.2 KB/s) 15.43 B/s (0.02 KB/s) 98.7% Under Budget (Dead Reckoning)
Client Input Ingress (L3/L4 Wire) < 1,228.8 B/s (1.2 KB/s) 30.32 B/s (0.03 KB/s) 97.5% Under Budget (Includes 28B IP/UDP)
Reconstructible Replication Accuracy < 2.0 mm tolerance 0.977 mm (< 1.0 mm) Sub-millimeter Global Reconstruction
Authoritative Tick Cadence 20.0 Hz (50.0 ms) 20.0 Hz (50.0 ms +/- 5.0 ms) Locked (Target-Instant Pacing)
In-Memory Seam Migrations 100% Retained 1,580 transitions / 0 lost entities 100% Zero-Loss Accounting
Tick Load Shedding Level Level 0 (Normal) Level 0 (Zero Overruns) 100% Simulation Headroom
Memory Leak Audit (100k Ticks) Flat Heap (0 Leaks) 100,000 ticks sustained / 0 leaks Verified Stable Heap

2. Nanosecond Microbenchmarks (Release Profile)

Measured via native hardware timer suite (crates/eidolon-server/tests/microbenchmarks.rs):

Operation Implementation Path Latency (ns/op) Throughput
Fixed64::saturating_mul 32.32 Fixed-Point Integer Multiply 0.81 ns ~1.24 Billion ops/sec
Fixed64::clamp Branchless Coordinate Clamping 0.64 ns ~1.56 Billion ops/sec
Fixed64::sqrt Integer Bitwise Square Root (Leading Zeros Seed) 52.00 ns ~19.2 Million ops/sec
Vec3Fix::distance_squared 3D Squared Euclidean Distance (Scalar) 2.15 ns ~465 Million ops/sec
Vec3Fix::batch_distance_squared_4x 4-Wide SIMD Lane Batching 7.73 ns (1.93 ns/lane) ~129 Million batches/sec
Vec3Fix::batch_distance_squared_8x 8-Wide SIMD Lane Batching 14.03 ns (1.75 ns/lane) ~71.2 Million batches/sec
Vec3Fix8x::step_kinematics_chunk 8-Wide SIMD Kinematics Integration 14.73 ns (1.84 ns/entity) ~67.8 Million chunks/sec
QuantizedCellCoord::quantize Branchless 44-bit Quantization 1.17 ns ~853 Million ops/sec
QuantizedCellCoord::pack 7-Byte Wire Bitpack (Coord+Yaw+Flags) 0.72 ns ~1.39 Billion ops/sec
QuantizedCellCoord::unpack 7-Byte Wire Bitstream Unpack 0.81 ns ~1.23 Billion ops/sec
BitWriter::write_bits Register-Width Bitstream Ingestion 8.55 ns ~117 Million ops/sec
BitReader::read_bits Register-Width Bitstream Extraction 8.16 ns ~122 Million ops/sec
SpatialHashGrid::query_radius_batched_8x 8-Wide SIMD 9-Cell Neighborhood Query 5,301 ns (5.30 µs) ~188 Thousand queries/sec
kinematics::extrapolate Second-Order Intent Extrapolation 8.57 ns ~116 Million ops/sec
kinematics::should_dispatch_update Predictive Velocity Deadband Check 4.59 ns ~217 Million ops/sec
SpscPacketQueue::try_push + try_pop Bounded SPSC Queue Roundtrip 61.18 ns ~16.3 Million ops/sec

3. Simulation Latency Percentiles (2,000 CCU, 20 Hz Simulation)

Percentile Measured Duration (Release Profile) Allocated 20 Hz Budget Measured Headroom
Minimum 2.67 ms (2,666 µs) 50.00 ms 94.7% Headroom
Median (p50) 3.06 ms (3,061 µs) 50.00 ms 93.9% Headroom
75th Percentile (p75) 3.23 ms (3,226 µs) 50.00 ms 93.5% Headroom
95th Percentile (p95) 3.89 ms (3,888 µs) 50.00 ms 92.2% Headroom
99th Percentile (p99) 4.75 ms (4,755 µs) 50.00 ms 90.5% Headroom
Maximum 5.15 ms (5,147 µs) 50.00 ms 89.7% Headroom

4. Extreme Density Cluster Scaling: Flash Mob Traffic Suppression

Simulating concentrated gatherings packed into a single 64-meter cell, contrasting raw 20 Hz broadcast demand against eidolon scheduled egress:

Scenario Density in AoI Query Reconcile Unclamped Demand (20 Hz) eidolon Scheduled Output Traffic Suppression Budget Status
Sparse Encounter 5 entities 0.33 µs 0.19 µs 1,900 B/s (1.9 KB/s) 950.00 B/s (0.93 KB/s) 50.0% Conforms (<1.2 KB/s)
50th % (Ambient) 10 entities 0.49 µs 0.41 µs 3,000 B/s (2.9 KB/s) 1,170.00 B/s (1.14 KB/s) 61.0% Conforms (<1.2 KB/s)
75th % (Active Hub) 50 entities 1.63 µs 1.85 µs 11,800 B/s (11.5 KB/s) 1,170.00 B/s (1.14 KB/s) 90.1% Conforms (<1.2 KB/s)
90th % (Chokepoint) 100 entities 1.37 µs 2.23 µs 22,800 B/s (22.3 KB/s) 1,170.00 B/s (1.14 KB/s) 94.9% Conforms (<1.2 KB/s)
95th % (Major Raid) 250 entities 3.09 µs 7.08 µs 55,800 B/s (54.5 KB/s) 1,170.00 B/s (1.14 KB/s) 97.9% Conforms (<1.2 KB/s)
99th % (Flash Mob) 500 entities 6.11 µs 19.11 µs 110,800 B/s (108.2 KB/s) 1,170.00 B/s (1.14 KB/s) 98.9% Conforms (<1.2 KB/s)

5. 10,000 CCU Single-Node Scalability (20 Hz Simulation, 50.0 ms Budget)

Empirically validated via crates/eidolon-server/tests/cache_aligned_soa_stress.rs simulating 10,000 active CCU across 100 consecutive 20 Hz ticks:

Metric Release Profile Debug Profile 20 Hz Budget Measured Headroom (Release) Status
Median (p50) 23.4 µs (0.023 ms) 209.5 µs (0.210 ms) 50.00 ms 99.95% Headroom PASSED
90th Percentile (p90) 54.8 µs (0.055 ms) 335.7 µs (0.336 ms) 50.00 ms 99.89% Headroom PASSED
99th Percentile (p99) 248.7 µs (0.249 ms) 496.9 µs (0.497 ms) 50.00 ms 99.50% Headroom PASSED (<1.5 ms target)
Maximum 248.7 µs (0.249 ms) 496.9 µs (0.497 ms) 50.00 ms 99.50% Headroom PASSED
8-Lane SIMD Chunk Stepping 13.5 µs / tick 498.7 µs / tick 50.00 ms >99.9% Headroom 1,250 chunks (10,000 entities)
DMA Direct Serialization 7,000 bytes 7,000 bytes N/A 0 Heap Allocations Direct io_uring fixed buffers

Key Architectural Takeaway: Enforcing 64-byte L1 cache-line alignment (AlignedEntityBlock64, AlignedSoAChunk8) completely eliminates false sharing and split cache-line stalls. Stepping 10,000 concurrent entities consumes less than 0.5% of the frame budget, reserving 99.50% CPU headroom for gameplay systems.

6. Algorithmic Breakthroughs & Advanced Compression (Phases 43 to 46)

Breakthrough / Subsystem Innovation Measured Performance Impact
Async io_uring SQPOLL Journaling Double-buffered WAL queue (sqpoll_journal.rs) 1.15 µs dispatch vs 4,812 µs fsync 4,180x speedup; 0 tick stalls
rANS Streaming Entropy Codec 32-bit finite-state entropy encoder (rans.rs) 0.337 bytes/entity (2.7 bits/entity) 72.8% bandwidth reduction
2nd-Order Acceleration & C2 Splines Quadratic dead reckoning (QuinticHermiteSpline3D) 1,000 pkts vs 100,000 baseline 99.0% network egress reduction
Multi-Resolution AoI Scaling Distance-adaptive quantization (7B / 5B / 3B) 3,998 bytes vs 7,000 bytes baseline 42.9% bandwidth reduction

Hardware Environment: Apple M4 (10 cores, NEON SIMD), macOS Darwin 24.3.0 arm64, rustc 1.98.1 (--release). All hot tick simulation paths execute with zero runtime heap allocations. Complete disclosure in docs/BENCHMARKS.md.


Workspace Crates

eidolon is organized as a modular Cargo workspace built entirely from first principles:

eidolon/
├── crates/
│   ├── eidolon-core/        # Fixed-point math, 8-lane SIMD, 2nd-order kinematics & splines
│   ├── eidolon-net/         # UDP transport, rANS entropy codec, io_uring DMA & channels
│   ├── eidolon-spatial/     # Spatial hash grid, 8-wide SIMD queries & multi-res AoI
│   ├── eidolon-world/       # Seamless zoned world, SQPOLL journal & 64-byte aligned SoA
│   ├── eidolon-server/      # Headless server binary, 20 Hz tick loop & 10,000 CCU engine
│   ├── eidolon-client/      # Pure Rust client, 60+ FPS dead reckoning & state reconstruction
│   └── eidolon-ffi/         # Unmanaged C ABI dynamic/static library with panic safety
├── bindings/
│   ├── csharp/              # Idiomatic C# wrapper with P/Invoke (Unity, Godot .NET)
│   └── cpp/                 # C++17 RAII wrapper (Unreal Engine 5, Custom Engines)
├── include/
│   └── eidolon.h            # ANSI C99 / C++ header interface
├── docs/                    # Public technical and architectural specifications
├── Cargo.toml               # Workspace manifest
└── LICENSE                  # Business Source License 1.1 ($1M Indie Exemption)
Crate / Directory Core Architecture & Responsibilities
eidolon-core Float-free deterministic arithmetic, 32.32 fixed-point vectors (Fixed64, Vec3Fix), 8-lane SIMD vector math (Vec3Fix8x), 2nd-order kinematic acceleration, $C^2$ Quintic Hermite splines, 44-bit quantization, and 3-tier capability tokens.
eidolon-net Register-width bitstream reader/writer, 12-byte packet framing, sequenced/reliable channels, 32-bit streaming rANS entropy codec, io_uring DMA buffer serialization, first-principles SHA-256/HMAC-SHA256, and rate policers.
eidolon-spatial Cache-conscious 2D/3D spatial hash grid with 64-byte aligned bucket headers, intrusive slot-map indexing, 8-wide SIMD batched radius queries, distance-adaptive multi-resolution AoI scaling (Tactical/Midfield/Horizon), and dynamic frequency tiers.
eidolon-world World manager coordinating seamless zone boundaries with 16m overlapping seams, atomic in-memory entity handoffs, asynchronous io_uring SQPOLL disk journaling, 64-byte cache-line aligned SoA storage, ephemeral dungeons, and cold account hibernation.
eidolon-server Headless server binary. Integrates native non-blocking UDP I/O worker threads with a synchronous 20 Hz tick coordinator, target-instant drift-free pacing, zero-allocation bounded SPSC queues, Prometheus telemetry, and Agones Kubernetes lifecycle hooks.
eidolon-client Pure Rust client SDK managing non-blocking UDP sockets, cryptographic challenge/proof handshake, 44-bit quantized AoI entity reconstruction, and high-precision 60/120/144 FPS client-side dead reckoning extrapolation.
eidolon-ffi Unmanaged ANSI C99 dynamic (.so, .dylib, .dll) and static (.a, .lib) libraries exposing panic-safe C functions for game engines.
bindings/ Production-ready language bindings: C# (EidolonClient.cs) for Unity and Godot 4 (.NET), and C++17 RAII wrapper (EidolonClient.hpp) for Unreal Engine 5 and custom engines.

Quickstart & Developer Guide

Prerequisites

  • Rust Toolchain (1.80.0 or higher recommended, 2021 edition).
  • Zero external C/C++ build dependencies, CMake, or system libraries required.

1. Run the Interactive Playable Mini-MMO

Run the end-to-end playable vertical slice verifying the 20 Hz authoritative server, spatial grid, monsters, client connection, 60 FPS extrapolation, combat, loot, and durable fdatasync WAL:

cargo run -p eidolon-server --example tiny_mmo

2. Build the Workspace

Compile the entire workspace in release mode with maximum optimization:

cargo build --release

3. Run the Full Test Suite

Execute unit, integration, FFI, and chaos test suites across all 7 workspace crates:

cargo test --all-targets --all-features

4. Run the Microbenchmark Battery

Benchmark fixed-point math, coordinate quantization, bitpacking, and SIMD spatial queries on your local hardware:

cargo test -p eidolon-server --test microbenchmarks -- --nocapture

5. Run the 2,000 CCU Load Simulation Harness

Execute the authoritative multi-client load test verifying 20 Hz cadence and sub-1.2 KB/s wire egress:

cargo test -p eidolon-server --test simulation_harness -- --nocapture

6. Verify Architectural Invariants & Compliance

Run the automated compliance test gate verifying zero third-party dependencies, memory safety lints, and stealth boundaries:

cargo test -p eidolon-server --test compliance

How to Get the Full Benefit of eidolon: Developer Best Practices

To achieve the sub-1KB/s wire footprint, zero GC pauses, and 1,000+ player density on budget cloud instances, game developers should adhere to the 6 Golden Rules:

  1. Stream Intent, Never Stream Raw Positions: The client must transmit WASD velocity vectors, heading deflections ($&gt;2.81^\circ$), and action bits only when inputs change. Let client and server run deterministic extrapolation between updates; never flood the socket with continuous (X, Y, Z) coordinates.
  2. Zero Allocations in Hot Simulation Loops: Never call Vec::new(), Box, or dynamic heap allocators inside per-tick ability, combat, or damage calculations. Use pre-allocated buffers and fixed-point math (Fixed64, Vec3Fix).
  3. Async SQPOLL WAL for Gameplay, Sync Barriers for Economy: Use DoubleBufferedJournalQueue (1.15 µs buffer swap) for high-frequency combat and movement persistence. Reserve synchronous fdatasync barriers strictly for high-value economic actions (currency spends, rare item trades).
  4. Configure Distance-Adaptive Multi-Res AoI: Take full advantage of the 3-tier AoI scheduler. Keep close-range combat at 10 Hz (Tactical 7B), midfield at 2 Hz (5B), and distant entities at event-driven (Horizon 3B) to slash replication traffic by up to 98%.
  5. 64-Byte Hardware Cache Alignment for Custom State: When extending the server with custom gameplay components, align hot struct arrays to 64 bytes (#[repr(C, align(64))]) or 8-lane SIMD chunks (AlignedSoAChunk8) to eliminate cache thrashing.
  6. Pair with pak-delta for Client Patches: Combine eidolon's sub-1KB/s runtime wire with pak-delta's archive-aware delta delivery to eliminate 50 GB client download bandwidth bills.

👉 Read the Complete Runbook: Developer Best Practices Guide (docs/DEVELOPER_BEST_PRACTICES.md)


Technical Documentation

In-depth engineering specifications, mathematical proofs, and operational runbooks are published in docs/:


Companion Ecosystem: pak-delta

MMO network consumption spans two distinct operational domains:

                            Total MMO Bandwidth Challenge
                                           │
         ┌─────────────────────────────────┴─────────────────────────────────┐
         ▼                                                                   ▼
┌─────────────────────────────────┐                         ┌─────────────────────────────────┐
│       Live Gameplay Wire        │                         │     Client Patches & Assets     │
│   (Positions, combat, ticks)    │                         │   (3D models, textures, audio)  │
│                                 │                         │                                 │
│       Target: eidolon           │                         │       Target: pak-delta         │
│    (Sub-1KB/s UDP streaming)    │                         │  (Archive-aware delta patching) │
└─────────────────────────────────┘                         └─────────────────────────────────┘

While eidolon optimizes runtime simulation and wire streaming, pak-delta handles client game distribution by producing byte-level delta patches across uncompressed and compressed asset containers (Unreal .pak, Unity bundles, ZIP), ensuring patch updates download only modified bytes.

eidolon-world natively integrates pak-delta patch negotiation via PatchNegotiator and ZoneAssetRequirement, asserting that clients possess required asset versions prior to zone or dungeon transitions.


Engineering Governance & Safety

eidolon enforces strict engineering standards across the repository:

  • Zero Third-Party Runtime Dependencies: Everything is native Rust standard library (std / core), eliminating supply-chain attack vectors and dependency rot.
  • Absolute Memory Safety: The entire workspace enforces #![deny(unsafe_code)] at the compiler level.
  • Panic-Free Production Invariant: Production crates never call unwrap() or expect(), using structured Result<T, E> error handling.
  • Continuous Sanitizer Auditing: Continuous integration runs automated AddressSanitizer (ASan) and UndefinedBehaviorSanitizer (UBSan) suites.

Licensing & Fair-Source Model

eidolon is published under the Business Source License 1.1 (BSL 1.1) with an explicit Indie Exemption:

  • Free for Indies & Individuals: 100% free of charge for individuals, educational institutions, non-profits, and commercial entities generating under $1,000,000 USD in gross annual revenue.
  • Commercial Enterprise Tier: Organizations generating $\ge $1,000,000\text{ USD}$ gross annual revenue require a commercial enterprise agreement.
  • Automatic Open-Source Conversion: On the Change Date (2030-01-01), the codebase automatically converts to the permissive Apache License, Version 2.0.

For full legal terms, review the LICENSE file.


eidolon MMO World Server Engine • Engineered by Michael Valdez (mikev-lab).

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Authoritative, high-concurrency MMO world server engine in pure Rust. Locked 20 Hz simulation, sub-1.2 KB/s wire budget, and 0 external runtime crates.

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