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Releases: HttpMarco/polocloud

🧪 v3.0.0-pre-1

13 Jul 20:24
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🧪 Release Notes – Prototype v3.0.0-pre-1 – 2025-07-13

⚠️ IMPORTANT: Prototype Disclaimer

This is an early-stage prototype release intended for testing and architectural validation only.
Features are incomplete and subject to change.
You may encounter bugs, missing functionality, and unstable behavior.

This initial prototype focuses on laying the foundation for a lightweight, modular cloud runtime environment. The goal is to validate architectural decisions and provide a working base for further development, with a strong emphasis on local usage, dynamic configuration, and inter-process communication.

✅ Implemented Features:

🧩 Modular Runtime (Local-First)

A minimal and efficient runtime is now available for local development and testing.
The runtime is designed to be extensible, supporting plugins or extensions in the future.

🗂️ Dynamic Group Configuration

Server groups (e.g., for lobby, game, proxy) can be defined and updated dynamically via configuration files or external commands.
Each group defines its startup behavior, scaling logic, and platform-specific settings.

📦 Dependency Loading System

Dependencies for individual server types (e.g., Paper, Velocity) are downloaded and resolved automatically.
The loader supports remote sources and caching for offline use.

🌉 First Proxy Bridge (Velocity)

A basic communication bridge between the proxy (Velocity) and the cloud runtime has been implemented.
This includes authentication, ping forwarding, and server discovery features.

🔄 Dynamic Platform Handling

Both Paper (for game servers) and Velocity (for proxies) are supported.
Platforms are loaded and launched dynamically based on the configuration, with no need for hardcoded platform logic.

📡 gRPC Communication Layer

Internal communication between services is handled using gRPC.
Services can discover and communicate with each other across runtime boundaries, allowing for eventual multi-node/microservice support.

📣 Simple Pub/Sub System

A lightweight publish-subscribe messaging system enables basic event propagation between components.
Currently used internally for lifecycle events (e.g., server started/stopped, group created, etc.).

Planned in future:

  • Docker and Kubernetes support for scalable and containerized deployments
  • Java SDK dependency management to simplify platform and plugin development
  • Support for additional platforms, such as Minestom, Forge, or custom runtimes
  • In-game commands for easier server interaction and management
  • Internationalization (i18n) support to provide multi-language compatibility