SYS // MAIN CORE // ONLINE
SN-CE-00471/2026
BOOT SEQUENCE COMPLETE // ENGINE LIVE

CONCURRENGINE

Concurrent Event Simulation Engine

v4.7.2-LTS // RELEASE BUILD // x86_64 / aarch64
FLOOR 01 // ARCHITECTURE

Architecture

Four interlocking subsystems form the load-bearing structure of the engine. Every component is hot-swappable, instrumented, and built for sustained 24/7 throughput on commodity steel.

Event Loop Core

Lock-free concurrent event loop built on work-stealing schedulers. Each thread maintains a local deque, stealing from peers when idle. Zero-contention fast path for 99.7% of dispatches.

UNIT 01-A · STATUS: NOMINAL

Message Bus

MPSC channels with bounded backpressure. Messages flow through a tiered priority system — critical events bypass the queue entirely via a dedicated fast lane with sub-microsecond delivery.

UNIT 01-B · STATUS: NOMINAL

State Machine

Deterministic finite automaton governs simulation lifecycle. States are immutable snapshots — rollback to any prior tick in O(1) via persistent data structures.

UNIT 01-C · STATUS: NOMINAL

Partition Manager

Spatial partitioning via adaptive octree subdivision. Hot regions split automatically; cold regions merge. Partition boundaries are transparent to simulation entities.

UNIT 01-D · STATUS: WARMING

Snapshot Vault

Persistent immutable snapshots written to disk via copy-on-write segments. Replay any tick from cold storage. Supports time-travel debugging across distributed clusters.

UNIT 01-E · STATUS: NOMINAL

Supervision Tree

Hierarchical fault containment. Failed actors restart in isolation; cascading failures stop at the nearest supervisor boundary. Inspired by Erlang/OTP, refined for 1M+ actor topologies.

UNIT 01-F · STATUS: NOMINAL
FLOOR 02 // BENCHMARKS

Benchmarks

Measured on a single 64-core node, 256GB RAM, NVMe scratch volume. Numbers below are sustained averages over a 24-hour soak test — not synthetic peaks.

METRIC VALUE STATUS
Events / sec 0 NOMINAL
P99 Latency 0ms NOMINAL
Thread Utilization 0% OPTIMAL
Memory Overhead 0MB ACCEPTABLE
Fault Recovery 0ms NOMINAL
Max Concurrent Actors 0 TESTED
Cold Start Time 0ms NOMINAL
Snapshot Throughput 0 GB/s NOMINAL
// All values verified by independent harness. Reproduction kit shipped under MIT-0 license.
FLOOR 03 // OPERATIONS

Operations

Three primitives govern the engine in production: how it lands, how it reports, how it survives. No agents, no sidecars, no hidden complexity — one binary does the job.

Deploy

Single binary. No runtime dependencies. Ship to bare metal, containers, or edge nodes. Configuration via environment or TOML.

  • > static-linked, < 18MB binary
  • > zero external services
  • > rolling restart in < 200ms

Monitor

Built-in metrics exporter. Prometheus-compatible. Real-time thread pool visualization, event queue depth, and partition heat maps.

  • > OpenTelemetry traces
  • > structured JSON logs
  • > 200+ first-class metrics

Recover

Automatic fault isolation. Failed actors restart in-place without disrupting neighbors. Supervision trees handle cascading failures.

  • > let-it-crash semantics
  • > deterministic replay
  • > chaos-test certified
FLOOR 04 // INTEGRATION

Integration

Drop the engine into your existing rack. Configuration is a single TOML file. Embedding is a single dependency. The runtime gets out of your way.

engine.toml // CONFIG
[engine]
threads = 1024
tick_rate = "60hz"
partition_strategy = "adaptive-octree"

[network]
protocol = "quic"
max_connections = 50_000
backpressure = "bounded"

[telemetry]
exporter = "prometheus"
endpoint = "0.0.0.0:9090"
sample_rate = 0.01

[supervision]
restart_policy = "exponential-backoff"
max_restarts = 16
isolation = "actor"
main.rs // EMBED
use concurrengine::prelude::*;

#[actor]
struct GameEntity {
    position: Vec3,
    velocity: Vec3,
}

impl Handler<Tick> for GameEntity {
    fn handle(&mut self, _msg: Tick, ctx: &mut Context) {
        self.position += self.velocity * ctx.delta();
        ctx.emit(PositionChanged(self.position));
    }
}

fn main() {
    Engine::builder()
        .threads(1024)
        .tick_rate(Hz(60))
        .build()
        .spawn::<GameEntity>(1_000_000)
        .run();
}
FLOOR 05 // STATUS

System Status

Live readouts from the production reference cluster. All subsystems are green except scheduled fault-recovery drills, which run hourly on standby cores.

Core Engine ONLINE
Event Bus ONLINE
Partition Manager ONLINE
Telemetry Export ONLINE
Fault Recovery STANDBY
Network Layer ONLINE
Snapshot Vault ONLINE
Cluster Sync ONLINE
THREADS: 1024   |   LATENCY: 0.3ms   |   UPTIME: 99.99%   |   EVENTS/s: 2,400,000   |   ACTORS: 10,000,000   |   PARTITIONS: 4,096   |   MEMORY: 12MB   |   STATUS: NOMINAL   |   THREADS: 1024   |   LATENCY: 0.3ms   |   UPTIME: 99.99%   |   EVENTS/s: 2,400,000   |   ACTORS: 10,000,000   |   PARTITIONS: 4,096   |   MEMORY: 12MB   |   STATUS: NOMINAL   |