engine-cyberia is the sidecar-backed data layer: a Node.js sidecar that owns content,
validation, persistence, the gRPC/REST data services, and asset metadata. It backs the authoritative
Go server and the WASM client with data — it does not run the simulation or the presentation.
┌───────────────────────────────────────────────┐
│ UNDERPOST PLATFORM │
│ toolchain · deploy · PWA build · static │
│ delivery · cluster/image/db · monitoring │
│ │
│ underpost CLI ──▶ builds & deploys all │
└───────────────────────────────────────────────┘
│ hosts / delivers
▼
╔═══════════════════════════════ CYBERIA MMO ══════════════════════════════════╗
║ ║
║ ┌──────────────────┐ gRPC ┌──────────────────┐ WebSocket ║
║ │ engine-cyberia │ ────────▶ │ cyberia-server │ ───────────┐ ║
║ │ (Node.js) │ │ (Go) │ │ ║
║ │ │ │ │ ▼ ║
║ │ content │ │ authoritative │ ┌──────────────────┐ ║
║ │ validation │ │ simulation │ │ cyberia-client │ ║
║ │ persistence │ │ world tick │ │ (C / WASM) │ ║
║ │ gRPC/REST data │ │ AOI replication │ │ │ ║
║ │ asset metadata │ │ │ │ rendering │ ║
║ └──────────────────┘ └──────────────────┘ │ input │ ║
║ │ │ prediction │ ║
║ └──────────────── REST (content/assets) ─────▶│ presentation │ ║
║ └──────────────────┘ ║
╚═══════════════════════════════════════════════════════════════════════════════╝
One source of truth per concern:
content & world config ── engine-cyberia
real-time world state ── cyberia-server
presentation & input ── cyberia-client
Underpost Platform is the operational backbone and the source of truth for deploy IDs, runtime selection, host/path layout, generated client assets, and environment resolution.
| Area | What it owns |
|---|---|
| Toolchain | underpost CLI, build, deploy, release, metadata, secrets, environment selection |
| Infrastructure | bare metal, LXD, Kubernetes, K3s, kubeadm, images, SSH, runners |
| Data operations | MongoDB, MariaDB where needed, backups, cron, monitoring |
| Delivery | static build, SSR views, PWA packaging, service worker generation, host/path routing |
underpost is the shared control surface for everything infrastructural. Cyberia-specific work belongs
in the cyberia CLI, never in parallel platform commands. When a concern already exists in underpost,
reuse it instead of forking a Cyberia variant.
Every deployed client ships as a static application shell with PWA support. The pipeline has exactly two inputs:
- the deploy
ssrconfiguration inconf.dd-*.js(orconf.ssr.json) - the service worker source in
src/client/sw/core.sw.js
Everything else — index.html pages, sw.js, the precache list — is generated during the client
build. Treat them as outputs only; never hand-edit them.
Runtime service-worker behavior:
| Request | Strategy |
|---|---|
| static assets | stale-while-revalidate |
API GET |
network-first + short cache |
| API mutations | network-only + background replay |
| navigation | network-first + fallback shells |
Fallback selection: offline network → offline fallback view; origin/server failure → maintenance fallback view. Only fallback-marked views are guaranteed precached.
| Service | Owns | Must not own |
|---|---|---|
engine-cyberia |
content, validation, persistence, gRPC/REST data services, asset metadata | authoritative simulation, render policy |
cyberia-server |
authoritative simulation, world tick, gameplay mutation, AOI replication | content authority, presentation metadata |
cyberia-client |
rendering, input, prediction, interpolation, presentation | authoritative world state, gameplay authority |
Two boundaries are non-negotiable:
- Do not move authoritative logic into the client.
- Do not move content-authority logic into the Go runtime.
engine-cyberia ──gRPC──▶ cyberia-server ──WebSocket──▶ cyberia-client
engine-cyberia ──REST──────────────────────────────▶ cyberia-client
engine-cyberia is the only Cyberia service that owns content-backed data and asset metadata.
- Boot-time world configuration flows from
engine-cyberiatocyberia-serverover gRPCGetFullInstance. - Client-facing assets, object layers, dialogues, and presentation hints flow from
engine-cyberiatocyberia-clientover REST. - Simulation never migrates into the sidecar, and presentation policy never migrates out of the client.
Three supervised processes run in parallel, each with its own monitor and reconnect loop. Gameplay is live only when all three are healthy at once.
┌──────────────────────────────────────────────────────────────┐
│ SUPERVISION (parallel) │
│ │
│ engine-cyberia cyberia-server cyberia-client │
│ ┌────────────┐ ┌────────────┐ ┌────────────┐ │
│ │ monitor │ │ monitor │ │ monitor │ │
│ │ +reconnect │ │ +reconnect │ │ +reconnect │ │
│ └─────┬──────┘ └─────┬──────┘ └─────┬──────┘ │
│ │ │ │ │
│ └──────────┬──────────┴──────────┬──────────┘ │
│ ▼ ▼ │
│ all three up & connected? │
└────────────────────────────┬─────────────────────────────────┘
│
┌─────────────────────┼─────────────────────┐
▼ ▼ ▼
┌───────────┐ ┌───────────┐ ┌───────────┐
│ HEALTHY │ │ DEGRADED │ │ STANDBY │
│ all 3 up │ │ ≥1 service│ │ gameplay │
│ gameplay │ │ reconnect-│ │ paused │
│ live │ │ ing / down│ │ until all │
│ │ │ │ │ 3 healthy │
└───────────┘ └───────────┘ └───────────┘
| State | Meaning |
|---|---|
healthy |
all three Cyberia services are up and connected |
degraded |
at least one service is reconnecting or unavailable |
standby |
gameplay is paused because the full three-service set is not healthy |
Use underpost for platform, infrastructure, build, and deploy. Use cyberia for MMO content and
extension workflows. Both share the same helpers — never duplicate config, env, or path logic.
# Bootstrap a new app (local app serves on http://localhost:4001)
underpost new app-name
# Build the client bundle / static + PWA output
underpost client
npm run build # node bin client
# Deploy and operate
underpost deploy <deploy-id>
underpost monitor| Group | Command | Purpose |
|---|---|---|
ol |
cyberia ol [item-id] |
ObjectLayer import, procedural generation, atlas/sprite |
instance |
cyberia instance [instance-code] |
export / import / drop a Cyberia instance and its data |
client-hints |
cyberia client-hints [instance-code] |
per-instance presentation hints (palette, camera, icons) |
chain |
cyberia chain <sub> |
Hyperledger Besu + ERC-1155 ObjectLayerToken lifecycle |
run-workflow |
cyberia run-workflow <name> |
named maintenance/build scripts from scripts/ |
Common examples:
# Object layer content
cyberia ol hatchet,sword --import # import specific items
cyberia ol --import-types skin,floors # batch import by type (or: all)
cyberia ol floor-desert --generate --seed fx-42 # procedural generation
cyberia ol hatchet --to-atlas-sprite-sheet # build atlas sprite sheet
cyberia ol --drop --client-public # drop data + static asset folders
# Instance data
cyberia instance FOREST --export ./backup
cyberia instance FOREST --import ./backup
cyberia instance FOREST --drop
# Presentation hints
cyberia client-hints cyberia-main --seed-defaults
# Chain / token lifecycle
cyberia chain deploy --chain-id 777771
cyberia chain status
cyberia chain register / mint / transfer / burn / pause / unpause
# Named workflows
cyberia run-workflow import-default-items
cyberia run-workflow seed-skills
cyberia run-workflow seed-dialogues
cyberia run-workflow build-manifest
cyberia run-workflow build-server-dashboard# engine-cyberia (Node.js data/content services)
npm start # node src/server
# cyberia-server (Go authoritative simulation)
cd cyberia-server && go run main.go # dev
cd cyberia-server && go build -o cyberia-server . && ./cyberia-server
# cyberia-client (C / WASM presentation)
cd cyberia-client && make -f Web.mk clean && make -f Web.mk web
cd cyberia-client && make -f Web.mk serve-development # serves on :8082- Prefer one source of truth for config, deploy IDs, runtime selection, startup behavior, and generated assets.
- Reuse existing helpers and conventions instead of creating parallel implementations.
- Do not duplicate parsing, env resolution, or path normalization logic across modules.
- Treat generated artifacts (
sw.js, static pages, atlases, README, manifests) as outputs only. - Host-level changes must be idempotent, reversible, and explicit; validate before mutating; keep orchestration scripts safe to rerun.
engine-private/is a private external dependency. Reference it only as private input; never assume its contents exist locally.