1.7 KiB
1.7 KiB
Odin Architecture
Objective
Odin is the central all-seer node for GameCult's CultMesh world: every Verse can discover every other Verse, learn which schemas they speak, and ask for a translation route when their local document shape differs.
Current Mechanism
host / device / service probes
-> Odin observation cycle
-> Odin state document
-> CultMesh/CultCache persistence
-> Eve dashboard state
-> Eve, browser, compact TUI, and future renderers
This first path proves the operator surface and persistent state. It does not yet pretend to be full peer exchange.
Target Mechanism
Verse announcement
-> CultNet hello and schema catalog exchange
-> Odin registry
-> compatibility and translation index
-> subscriptions / worker routing / dashboard projection
Invariants
- Odin owns the accepted registry of known Verses.
- A Verse owns its own schemas and authority model; Odin indexes and translates, it does not silently rewrite local truth.
- Translation paths must name source schema, target schema, lossiness, authority, and version.
- Renderers lower surfaces only. If a renderer fixes network truth, the machine is split-brained.
- CultCache is the durable state substrate; CultNet is the wire vocabulary; CultMesh is the Verse and peer-consensus layer.
First Translation Model
Odin's translation registry should start as data, not magic:
sourceSchematargetSchematranslationKind:identity,projection,lossyProjection,adapter, orunsupportedownerversionnotes
No regex tribunals for meaning. Natural-language schema interpretation can be assisted by models later, but accepted translation routes must be inspectable typed state.