FireDevOps FireMUD & Ops Projects

🧭 Microservices Responsibility Matrix

FunctionGame Design ServiceWorld Management ServiceAccount ServiceGame Session ServiceEntity Management ServiceGame Logic ServiceAutomation & Scripting ServiceSocial & Groups ServiceLogging & Admin ServiceTCP Proxy ServiceSpring Cloud Gateway
Game configuration authoring
Custom in-game scripting authoring
Game version publishing
Design-time feature flag definitions
Room and zone editing
World map region layout
Room state persistence
Pathfinding algorithms and navmesh data
Account authentication and identity
Account-to-character linking
Email and system notifications
Payment, subscriptions, and bans
WebSocket connection/session lifecycle
Reconnection handling (resume gameplay)
Command queuing and dispatch
Session state storage (volatile, Redis)
Game version activation at runtime
Runtime feature flag overrides
Entity definition and persistence
NPC state, inventory, and stats
Player inventory and stats
Item definitions and crafting data
Game mechanics and combat resolution
Command parsing and alias resolution
Action execution (movement, attack, etc.)
Progression logic (XP, levels, effects)
Environmental effects (weather, etc.)
Economy logic (trading, shops, pricing)
AI-driven actions and behaviors
Triggered script execution
Chat and private messaging
Guilds and group discovery
Social network graph (friends/blocks/etc.)
Logging and metrics collection
Admin panel and feature flag toggling
Game moderation tools
Game moderation policy definition
TCP/Telnet socket handling
Telnet → WebSocket bridging
WebSocket upgrade, routing, and auth gateway