CE
COMPLETENGINE // v4.7.3 — build 202603
EVENTS PROCESSED: 0 LIVE
[ SYSTEM ] / RUNTIME / SIMULATION CORE

A deterministic, replay-capable engine for modeling thousands of concurrent actors, message queues, and event pools. Designed for engineers who build distributed systems and need to observe every race condition.

ACTORS
0
concurrent
THROUGHPUT
0
events / s
LATENCY p99
0
microseconds
REPLAY
DETERMINISTIC
bit-exact
[ MODULE 01 ] — PIPELINE TOPOLOGY

§01 ENGINE ARCHITECTURE

NODE:01
EVENT QUEUE
ingress / ordered
IN OUT
NODE:02
SCHEDULER
deterministic dispatch
IN OUT
NODE:03
ACTOR POOL
8192 × isolated
IN OUT
NODE:04
STATE STORE
copy-on-write
IN OUT
NODE:05
CONFLICT RESOLVER
arbitration + replay
IN OUT
NODE:06
REPLAY BUFFER
bit-exact journal
IN OUT
NODE:07
EGRESS / OBSERVER SINK
structured telemetry stream
IN OUT
[ MODULE 02 ] — TEMPORAL TRACE

§02 EVENT TIMELINE

A single tick of the simulation, expanded. Each hex node is an event type that participates in the scheduler’s deterministic ordering. Connections show causal precedence, not wall-clock latency.

T0
SPAWN
t = 0 μs
T1
ENQUEUE
t = 48 μs
T2
DISPATCH
t = 112 μs
!
CONFLICT
t = 144 μs
T3
RESOLVE
t = 176 μs
T4
COMMIT
t = 208 μs
JOURNAL
t = 240 μs
T5
EMIT
t = 288 μs
[ MODULE 03 ] — SUBSYSTEMS

§03 DEEP DIVE

SUBSYSTEM / A

THE ACTOR MODEL

Each actor is a closed state machine with a private inbox. The engine guarantees that within a tick, an actor processes messages in the exact order they were enqueued, using the actor’s own identifier as a tiebreak across concurrent senders.

Actors never share memory. All communication is an immutable Event envelope routed through the scheduler. This is the load-bearing constraint that makes deterministic replay possible at 8192-way concurrency.

8192actors
64inbox depth
0shared bytes
actor — isolated execution unit
queue — hexagonal prism channel
SUBSYSTEM / B

MESSAGE QUEUES

Queues are ordered, bounded, priority-aware channels. Each queue is modeled as a hexagonal prism: six ingress faces admit messages from different actor shards, and the two caps expose high- and low-priority egress to the scheduler.

Backpressure is adaptive: when a queue fills beyond 85%, the engine propagates a pressure gradient upstream, slowing emitters rather than dropping events. This preserves causal ordering under load.

256queues
85%pressure edge
FIFOper-priority
SUBSYSTEM / C

DETERMINISTIC REPLAY

The replay buffer is an append-only journal of every event’s (tick, seq, source, target, payload_hash). Replaying a journal against a snapshot yields bit-identical state, which makes post-mortem debugging of race conditions trivial: reproduce, inspect, rewind.

Divergence between a live run and its replay triggers an automatic bisect against the journal, narrowing the offending tick in O(log n) steps. This is the engine’s core debugging superpower.

100%determinism
O(log n)bisect
rewind depth
event pool — icosahedral shell
[ MODULE 04 ] — INTERFACE

§04 ENGINE INTERFACE

01
fn
engine.spawn(actor)

Register a new actor with the scheduler. Returns a stable ActorId usable across replays.

02
fn
engine.send(to, event)

Enqueue an immutable event envelope targeted at an actor. Serialized by the deterministic scheduler.

03
fn
engine.tick(n)

Advance the simulation by n logical ticks. Blocks until all actors quiesce or backpressure stabilizes.

04
fn
engine.snapshot()

Serialize engine state into a portable, replay-compatible checkpoint. Typical size: 12–64 MiB.

05
fn
engine.replay(journal)

Re-run a recorded journal deterministically. Any divergence is reported with tick, actor, and causal chain.

06
fn
engine.observe(sink)

Attach an observer that receives structured telemetry: per-actor metrics, queue depths, conflict counts.