edgegap-server-design
Design an authoritative dedicated game server that fits per-match hosting on Edgegap: who owns the game state, the deployment lifecycle (boot, read injected env vars, bind a fixed port on 0.0.0.0, accept players, self-stop at match end, drain on SIGTERM), logging, and what never goes in the server. Use whenever adding online multiplayer to a game, converting a host/client, listen-server or peer-to-peer game to dedicated servers, or when someone asks about netcode architecture, authoritative servers, match lifecycle, tick rate, cheat prevention or how a game server should behave on Edgegap. Engine-agnostic (Unreal, Godot, Node, custom engines); apply it before containerizing. Unity projects get the same rules, already applied, from edgegap-unity.
Target: Design & content creation. Automatically collected · unverified.
Excerpt from the author’s documentation
Extracted from a fixed version of SKILL.md in its original language. This is the author’s documentation; installation, compatibility and runtime results have not been verified by this site.
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Topics in the source
- Designing a server for Edgegap
- Authority
- The deployment lifecycle contract
- Statelessness and logs
- Single-player and always-online sessions
- Persistent worlds
- Next
On Edgegap, one deployment is usually one match. The server is started for a specific group of players, lives as long as their match, and stops when it ends. Servers built that way get scaling, placement near players, crash isolation and per-minute billing for free. Servers built as long-lived daemons that rotate lobbies internally fight the platform (cloud deployments are stopped after 24 hours anyway). The server owns the truth. Clients send intents (inputs, actions); the server simulates, validates and broadcasts the resulting state. Never trust a client-reported outcome (position, hits, score, currency): any client can be modified. Give that up and you have built an expensive relay. Apply as the game needs: Client prediction and reconciliation for the local player, so input feels instant. The server stays authoritative; the client replays unacknowledged inputs on top of server state. Interpolation for remote entities: render about 100 ms in the past between known snapshots. Tick rate is a budget: 60 Hz for fast shooters, 20 to 30 Hz for most action games, 10 Hz for slow sims. Tick rate × entities × players is the CPU bill, and it must fit the vCPU on the app version (minimum 0.
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- Source repository
- edgegap/llm-agent-skills
- Source file
- skills/edgegap-server-design/SKILL.md
- Fixed revision
- fd510ba826ea29ab359e70e185d2e650ef6827de
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Author: edgegap/llm-agent-skills · original repository metadata. Documentation review: Not reviewed. Last source check: 2026-11-11T08:01:42.929Z.
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