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6 changes: 5 additions & 1 deletion docs/architecture.md
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Expand Up @@ -358,7 +358,11 @@ Every relay hangs off a coordinator connection, in one of two shapes:
families (entities, motion, combat, chat, auras, corpses, casts), the recipient-keyed PRIVATE
tier (whisper/group/resurrect), and owner-addressed XP, level-up, exploration, quest, item,
teleport, addon, and reputation rows. GUID and bound-identity indexes select one viewer directly;
the callback enqueues packet work on that session's FIFO writer. The cross-shard whisper/group
the callback enqueues packet work on that session's FIFO writer. Combat, cast, impact, and emote
rows carry the actor's cell. Melee stance uses the attacker's indexed cell, chat uses the sender's,
and auras use the target's. The shared cell index selects nearby viewers and named owners on the
source Shard, and the job's per-viewer gate stays the final filter. Only rolls,
corpses, dynamic objects, channel lines and weather still fan out per shard. The cross-shard whisper/group
twins ride the same dispatchers on the realm-core connection (`arm_realm_private`), armed only
when realm-core is a distinct database.
- **Viewer lifetime** (`subscribe_player_events`): world entry prepares relay state, registers one
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