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Interconnect ​

Connective substrate for authoritative rooms.

Status: Idea ○

Protocol design is conceptually mature with documentation (security model, import policies, architecture). Early implementation of interconnect-core with Authority trait and wire protocol types. Next priority: generalize types beyond game-specific domain, add transport abstraction, build process-as-room spike.

Interconnect is the protocol layer that lets clients connect to authorities. A room is anything with an owner that accepts connections: a game world, a social feed, a running process, an autonomous agent. The protocol defines what a connection is — intents in, snapshots out, authority semantics, explicit boundaries. Transport-agnostic: WebSocket, Unix socket, Discord bot, HTTP.

Key features ​

  • Authority over consensus — Single owner per room, no state merging
  • Intent-based protocol — Clients send intent, authorities compute results
  • Two-layer architecture — Replicated substrate (static), authoritative simulation (dynamic)
  • Import policies — Validation for client transfers between rooms
  • Multiple authorities — A client can be connected to several authorities at once; Discord is an authority, your agent is an authority

Why not state merging? ​

Traditional federation (like Matrix) merges state from multiple servers. This creates attack surfaces:

  • State resolution DoS
  • History rewriting
  • Split-brain attacks

Interconnect avoids these by using single-authority ownership. When you move between rooms, you disconnect from Authority A and connect to Authority B.

Ghost mode ​

When authority connection is lost:

  • Client knows authority is unreachable
  • Client becomes observer (read-only access to substrate)
  • Static room data (substrate) remains available
  • Room pauses, doesn't disappear
  • Playmate — Game design primitives for world interactions