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Zone Runtime and Actor Model
Kurt edited this page Jul 9, 2026
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5 revisions
Audience: Engine Developer Status: ✍️ Draft
The heart of the world server: each zone is a single-writer actor that owns its entities and processes operations serially. This eliminates in-zone locking, gives deterministic ordering, and is the unit of placement, handoff, and reload.
- The single-writer invariant: one goroutine per zone owns all zone state; everything mutating a zone goes through its op queue (
runOpscascade) - The op/command execution loop; how cross-entity effects fan out within a zone
- Zone-owned entropy: the entropy-seeded, injectable RNG for reproducibility
- Tick/heartbeat processing; scheduled work
- Boundaries: what stays in-zone vs. what requires cross-zone/cross-shard coordination (→ handoff)
- Reload and drain interactions at the zone level
- Classes/algorithms/APIs: the zone actor type, op queue, tick loop
- Mermaid: op-queue sequence diagram and zone lifecycle state diagram
- Cross-links: Cross-Shard Handoff, Distributed Systems Model, Scoped Event Bus
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