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SabreDartStudios

Open World Server (OWS)

GitHub Workflow StatusLICENSEJoin DiscordUnreal EngineDocker.Net

Open World Server (OWS) is a server instance manager designed to create large worlds in UE5. Either by stitching together multiple UE5 maps or by splitting a single large map into multiple zones, OWS will spin up and shut down server instances as needed based on your world population. OWS can load balance your world across multiple hardware devices. OWS can support thousands of players in the same world by instancing up and out. A single zone can be instanced multiple times to support a large population in one area. Areas of a map can also be split up into multiple zones to support a larger population. In addition to server instance management, OWS also handles persistence for Accounts, Characters, Abilities, Inventory and more.

Projects

ProjectPurpose
BenchmarksThis project will allow us to configure and run performance testing on the OWS API. This will be important for comparing the impact of certain changes.
Performance TestsThis project contains the K6 load test files.
DataThis is a shared project that houses our data repository access code.
Instance LauncherThis project builds our Instance Launcher that replaces the RPG World Server in OWS 1.
Public APIThis API handles all incoming requests to the service and sends grains to the Silo project to execute
SharedThis project houses various miscellaneous code that multiple other projects require.
SiloThis project provides the compute runtime for our Orleans silos, this is where grains are executed.
InterfacesThis project is where the contracts are defined for communication from the Public API to the Orleans Silos
GrainsThis project is where the implementation for each Grain is defined.
TestsThis project provides Unit testing and Functional testing and Benchmark Tools (Development)

Contributing

Documentation

Open World Server Documentation

About

Open World Server system

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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SabreDartStudios

Open World Server (OWS)

GitHub Workflow StatusLICENSEJoin DiscordUnreal EngineDocker.Net

Open World Server (OWS) is a server instance manager designed to create large worlds in UE5. Either by stitching together multiple UE5 maps or by splitting a single large map into multiple zones, OWS will spin up and shut down server instances as needed based on your world population. OWS can load balance your world across multiple hardware devices. OWS can support thousands of players in the same world by instancing up and out. A single zone can be instanced multiple times to support a large population in one area. Areas of a map can also be split up into multiple zones to support a larger population. In addition to server instance management, OWS also handles persistence for Accounts, Characters, Abilities, Inventory and more.

Projects

ProjectPurpose
BenchmarksThis project will allow us to configure and run performance testing on the OWS API. This will be important for comparing the impact of certain changes.
Performance TestsThis project contains the K6 load test files.
DataThis is a shared project that houses our data repository access code.
Instance LauncherThis project builds our Instance Launcher that replaces the RPG World Server in OWS 1.
Public APIThis API handles all incoming requests to the service and sends grains to the Silo project to execute
SharedThis project houses various miscellaneous code that multiple other projects require.
SiloThis project provides the compute runtime for our Orleans silos, this is where grains are executed.
InterfacesThis project is where the contracts are defined for communication from the Public API to the Orleans Silos
GrainsThis project is where the implementation for each Grain is defined.
TestsThis project provides Unit testing and Functional testing and Benchmark Tools (Development)

Contributing

Documentation

Open World Server Documentation

About

Open World Server system

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1 star

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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SabreDartStudios

Open World Server (OWS)

GitHub Workflow StatusLICENSEJoin DiscordUnreal EngineDocker.Net

Open World Server (OWS) is a server instance manager designed to create large worlds in UE5. Either by stitching together multiple UE5 maps or by splitting a single large map into multiple zones, OWS will spin up and shut down server instances as needed based on your world population. OWS can load balance your world across multiple hardware devices. OWS can support thousands of players in the same world by instancing up and out. A single zone can be instanced multiple times to support a large population in one area. Areas of a map can also be split up into multiple zones to support a larger population. In addition to server instance management, OWS also handles persistence for Accounts, Characters, Abilities, Inventory and more.

Projects

ProjectPurpose
BenchmarksThis project will allow us to configure and run performance testing on the OWS API. This will be important for comparing the impact of certain changes.
Performance TestsThis project contains the K6 load test files.
DataThis is a shared project that houses our data repository access code.
Instance LauncherThis project builds our Instance Launcher that replaces the RPG World Server in OWS 1.
Public APIThis API handles all incoming requests to the service and sends grains to the Silo project to execute
SharedThis project houses various miscellaneous code that multiple other projects require.
SiloThis project provides the compute runtime for our Orleans silos, this is where grains are executed.
InterfacesThis project is where the contracts are defined for communication from the Public API to the Orleans Silos
GrainsThis project is where the implementation for each Grain is defined.
TestsThis project provides Unit testing and Functional testing and Benchmark Tools (Development)

Contributing

Documentation

Open World Server Documentation

About

Open World Server system

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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SabreDartStudios

Open World Server (OWS)

GitHub Workflow StatusLICENSEJoin DiscordUnreal EngineDocker.Net

Open World Server (OWS) is a server instance manager designed to create large worlds in UE5. Either by stitching together multiple UE5 maps or by splitting a single large map into multiple zones, OWS will spin up and shut down server instances as needed based on your world population. OWS can load balance your world across multiple hardware devices. OWS can support thousands of players in the same world by instancing up and out. A single zone can be instanced multiple times to support a large population in one area. Areas of a map can also be split up into multiple zones to support a larger population. In addition to server instance management, OWS also handles persistence for Accounts, Characters, Abilities, Inventory and more.

Projects

ProjectPurpose
BenchmarksThis project will allow us to configure and run performance testing on the OWS API. This will be important for comparing the impact of certain changes.
Performance TestsThis project contains the K6 load test files.
DataThis is a shared project that houses our data repository access code.
Instance LauncherThis project builds our Instance Launcher that replaces the RPG World Server in OWS 1.
Public APIThis API handles all incoming requests to the service and sends grains to the Silo project to execute
SharedThis project houses various miscellaneous code that multiple other projects require.
SiloThis project provides the compute runtime for our Orleans silos, this is where grains are executed.
InterfacesThis project is where the contracts are defined for communication from the Public API to the Orleans Silos
GrainsThis project is where the implementation for each Grain is defined.
TestsThis project provides Unit testing and Functional testing and Benchmark Tools (Development)

Contributing

Documentation

Open World Server Documentation

About

Open World Server system

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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SabreDartStudios

Open World Server (OWS)

GitHub Workflow StatusLICENSEJoin DiscordUnreal EngineDocker.Net

Open World Server (OWS) is a server instance manager designed to create large worlds in UE5. Either by stitching together multiple UE5 maps or by splitting a single large map into multiple zones, OWS will spin up and shut down server instances as needed based on your world population. OWS can load balance your world across multiple hardware devices. OWS can support thousands of players in the same world by instancing up and out. A single zone can be instanced multiple times to support a large population in one area. Areas of a map can also be split up into multiple zones to support a larger population. In addition to server instance management, OWS also handles persistence for Accounts, Characters, Abilities, Inventory and more.

Projects

ProjectPurpose
BenchmarksThis project will allow us to configure and run performance testing on the OWS API. This will be important for comparing the impact of certain changes.
Performance TestsThis project contains the K6 load test files.
DataThis is a shared project that houses our data repository access code.
Instance LauncherThis project builds our Instance Launcher that replaces the RPG World Server in OWS 1.
Public APIThis API handles all incoming requests to the service and sends grains to the Silo project to execute
SharedThis project houses various miscellaneous code that multiple other projects require.
SiloThis project provides the compute runtime for our Orleans silos, this is where grains are executed.
InterfacesThis project is where the contracts are defined for communication from the Public API to the Orleans Silos
GrainsThis project is where the implementation for each Grain is defined.
TestsThis project provides Unit testing and Functional testing and Benchmark Tools (Development)

Contributing

Documentation

Open World Server Documentation

About

Open World Server system

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

SabreDartStudios

Open World Server (OWS)

GitHub Workflow StatusLICENSEJoin DiscordUnreal EngineDocker.Net

Open World Server (OWS) is a server instance manager designed to create large worlds in UE5. Either by stitching together multiple UE5 maps or by splitting a single large map into multiple zones, OWS will spin up and shut down server instances as needed based on your world population. OWS can load balance your world across multiple hardware devices. OWS can support thousands of players in the same world by instancing up and out. A single zone can be instanced multiple times to support a large population in one area. Areas of a map can also be split up into multiple zones to support a larger population. In addition to server instance management, OWS also handles persistence for Accounts, Characters, Abilities, Inventory and more.

Projects

ProjectPurpose
BenchmarksThis project will allow us to configure and run performance testing on the OWS API. This will be important for comparing the impact of certain changes.
Performance TestsThis project contains the K6 load test files.
DataThis is a shared project that houses our data repository access code.
Instance LauncherThis project builds our Instance Launcher that replaces the RPG World Server in OWS 1.
Public APIThis API handles all incoming requests to the service and sends grains to the Silo project to execute
SharedThis project houses various miscellaneous code that multiple other projects require.
SiloThis project provides the compute runtime for our Orleans silos, this is where grains are executed.
InterfacesThis project is where the contracts are defined for communication from the Public API to the Orleans Silos
GrainsThis project is where the implementation for each Grain is defined.
TestsThis project provides Unit testing and Functional testing and Benchmark Tools (Development)

Contributing

Documentation

Open World Server Documentation

About

Open World Server system

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

SabreDartStudios

Open World Server (OWS)

GitHub Workflow StatusLICENSEJoin DiscordUnreal EngineDocker.Net

Open World Server (OWS) is a server instance manager designed to create large worlds in UE5. Either by stitching together multiple UE5 maps or by splitting a single large map into multiple zones, OWS will spin up and shut down server instances as needed based on your world population. OWS can load balance your world across multiple hardware devices. OWS can support thousands of players in the same world by instancing up and out. A single zone can be instanced multiple times to support a large population in one area. Areas of a map can also be split up into multiple zones to support a larger population. In addition to server instance management, OWS also handles persistence for Accounts, Characters, Abilities, Inventory and more.

Projects

ProjectPurpose
BenchmarksThis project will allow us to configure and run performance testing on the OWS API. This will be important for comparing the impact of certain changes.
Performance TestsThis project contains the K6 load test files.
DataThis is a shared project that houses our data repository access code.
Instance LauncherThis project builds our Instance Launcher that replaces the RPG World Server in OWS 1.
Public APIThis API handles all incoming requests to the service and sends grains to the Silo project to execute
SharedThis project houses various miscellaneous code that multiple other projects require.
SiloThis project provides the compute runtime for our Orleans silos, this is where grains are executed.
InterfacesThis project is where the contracts are defined for communication from the Public API to the Orleans Silos
GrainsThis project is where the implementation for each Grain is defined.
TestsThis project provides Unit testing and Functional testing and Benchmark Tools (Development)

Contributing

Documentation

Open World Server Documentation

About

Open World Server system

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Repository files navigation

SabreDartStudios

Open World Server (OWS)

GitHub Workflow StatusLICENSEJoin DiscordUnreal EngineDocker.Net

Open World Server (OWS) is a server instance manager designed to create large worlds in UE5. Either by stitching together multiple UE5 maps or by splitting a single large map into multiple zones, OWS will spin up and shut down server instances as needed based on your world population. OWS can load balance your world across multiple hardware devices. OWS can support thousands of players in the same world by instancing up and out. A single zone can be instanced multiple times to support a large population in one area. Areas of a map can also be split up into multiple zones to support a larger population. In addition to server instance management, OWS also handles persistence for Accounts, Characters, Abilities, Inventory and more.

Projects

ProjectPurpose
BenchmarksThis project will allow us to configure and run performance testing on the OWS API. This will be important for comparing the impact of certain changes.
Performance TestsThis project contains the K6 load test files.
DataThis is a shared project that houses our data repository access code.
Instance LauncherThis project builds our Instance Launcher that replaces the RPG World Server in OWS 1.
Public APIThis API handles all incoming requests to the service and sends grains to the Silo project to execute
SharedThis project houses various miscellaneous code that multiple other projects require.
SiloThis project provides the compute runtime for our Orleans silos, this is where grains are executed.
InterfacesThis project is where the contracts are defined for communication from the Public API to the Orleans Silos
GrainsThis project is where the implementation for each Grain is defined.
TestsThis project provides Unit testing and Functional testing and Benchmark Tools (Development)

Contributing

Documentation

Open World Server Documentation

About

Open World Server system

Resources

Stars

1 star

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages