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Server meshing had knock-ons to some old systems, specifically interdiction and beacons. We resolved most of the interdiction stuff in July, but talk to me real quick about why that happened and what the solution was.

TL;DRServer meshing broke cross-zone interdiction checks, so a new Entity Cluster Service keeps a symbolic cross-server view of quantum drives and interdiction devices, letting interdiction work across servers and also planned for beacons.

Benoit BeausejourChief Technology Officer

Little story behind this. So if we go back to the 3.x days, the game server has everything. It's simulating everything. All the entities are on one server. And so there's, I don't want to say shortcuts, because this was just the way you would build things at the time, where, for example, doing interdiction, the server has all the entities. So it's able to do cross-zone checks. It's able to raycast across zones. It's able to do all that stuff. Now with server meshing, you could be on a quantum path that brings you across game servers, right? And if you've ever looked at, some of our backers have made outstanding tools to calculate interdiction positions and stuff like that, if you look at this, you'll see that the edges and the ends of this are where it actually matters that you get position. That means that since we currently use the territory map around planets and moons, typically that will interrupt the quantum jump at the interdiction point that is the most effective or close to the most effective. And so what that needed is a solution that allows us to have a view of the interdiction system that's basically cross-server for the game shard. The replication layer has that information. We do have it in the hybrid. But we are very reluctant at allowing what I'll call game code here, I'm not trying to be pejorative, to query the replication layer, for multiple reasons. We want to keep them isolated. For this, we needed to build a solution. So the online team have actually built a new service that serves every shard, but is able to provide our game devs with basically a way to build a small representation, a small data representation of the game world for things that matter. So if you can picture this, you're in your ship, you start your quantum drive. What actually happens is now the game server is going to register, in this new service called the Entity Cluster Service, some piece of data that says, we have a quantum drive at this location. And it's going to keep that updated. And on the other hand, I've got someone who starts a quantum interdiction device. That will also connect to this and then inform this kind of matrix view of the quantum interdiction network. That doesn't matter which server you're on. This is all kept updated in semi-real time as you're quantuming and moving and as the interdiction devices are activated or deactivated. And so what that allows the game server to do now is, it's receiving these updates. It's got this, let's call it a symbolic view of the game world. And so now it's able to do proper raycasting math to see if the interdiction is going to hit cross-server. It doesn't matter if you're on the same server or not. You can actually trigger the interdiction across. And then that basically gives us this ability to have cross-server coordination for things without having to push all this to the replication layer or query it from it. So this is mostly a gameplay system, but we are using it for beacons. So we're going to be using it even more for the full beacon implementation. But it's going to be the same kind of thing, where now you could be in New Babbage, and someone has a beacon open in Pyro, and if the gameplay wants to allow it, you might be able to get that beacon or see that beacon or bind to it, right?

Star Citizen Live›Tech Talk w/ Benoit Beausejour·
Published on this date.11 Sep 2025