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Cross Shard Handoff
Kurt edited this page Jul 9, 2026
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11 revisions
Audience: Engine Developer Status: ✍️ Draft
Moving a zone (and the players in it) from one world server to another with zero dropped messages and exactly-once semantics. The handoff protocol is the backbone of scaling in/ out, upgrades, and rebalancing.
- The handoff protocol (
api/proto/telosmud/handoff/v1,rpc Prepare/Commit/Abort/AdoptZone): the two-phase move of a zone between shards - The exactly-once substrate: fencing,
DurableEvent.Seqwatermark, idempotent adoption; the neither-own and double-Prepare/CAS-conflict windows and how they're handled - Fenced drain:
BeginDrain/SIGTERM →HandoverZone→ lease-into-shard; zero-drop guarantee - Signed handoff: trust tier and session carried on the signed handoff (keyless-handoff refuse)
- Interaction with placement/leases (director) and session routing (gate)
- Classes/algorithms/APIs: handoff coordinator, prepare/commit state machine, fence tokens
- Mermaid: Prepare→Commit two-phase handoff sequence with fencing; failure/abort paths
- Cross-links: Distributed Systems Model, Orchestration & Directors, Zone Runtime & Actor Model
Scaffold page — full content pending the wiki build-out.
TelosMUD — Wiki under construction.
- Builder Reference
- Builder Commands
- Trust Tier Model
- Pack Authoring
- Pack MUD Settings
- Pack Lua Scripting
- Pack Lua Hooks
- Pack Entity Reference
- Building Instanced Zones
- Engine Developer Reference
- Architecture Overview
- Entity Component Model
- Zone Runtime & Actor Model
- Instanced Zones
- Command Parser & Targeting
- Edge & Protocol
- GMCP Reference
- Persistence & Durability
- Content Loading & Hot Reload
- Abilities & Effects
- Combat System
- Loot, Spawns & Crafting
- Accounts & Auth Internals
- Orchestration & Directors
- Scoped Event Bus
- Cross-Shard Handoff
- Lua Sandbox Internals
- Distributed Systems Model
- RPC & Protobuf