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Glossary

Key terms used throughout QS-Bridge documentation.

Jump to: A · B · C · D · E · G · H · I · J · L · M · O · P · R · S · T · U · V · W · Z


A

Admin Role
Permission level assigned to a Steam user. Three levels: SuperAdmin (Owner, level 0), Admin (level 1), Moderator (level 2). Stored in the AdminRole platform table.
API Gateway
Hono TypeScript server that handles Steam OpenID authentication, JWT session management, and admin mutation proxying. Sits between the React panel and SpacetimeDB.

B

Bridge
The C++ shared library (libqsbridge.so) that intercepts a game server process via LD_PRELOAD. Contains the BSATN codec, STDB client, RPC dispatcher, and engine adapter.
BSATN
Binary SpacetimeDB Algebraic Type Notation. The binary serialisation format used by SpacetimeDB for WebSocket communication. QS-Bridge implements a full C++ codec (18 header files).
BisectHosting
Game server hosting provider. QS-Bridge integrates with their Starbase API for server lifecycle management (start/stop/restart/wipe).

C

Cluster
A group of game servers connected to a single SpacetimeDB instance, sharing platform tables (bans, admins, audit logs) while maintaining per-server game state.
ConfigPack
A mod kind that applies configuration presets to a server. No code execution — just config file overrides.
Cross-Server Event
A cluster-spanning event (e.g., global boss spawn, server-wide announcement) stored in the CrossServerEvent platform table.

D

DataPack
A mod kind that provides data files (loot tables, spawn configs, recipes) without code execution.

E

Engine Adapter
Abstract C++ interface (EngineAdapter) that provides engine-specific hooking. Implementations exist for UE4 4.27 (vtable hooking) with UE5, Unity, and Godot planned.

G

Game Interface
C++ base class that game modules implement. Defines what RPCs to intercept and how to route game state to SpacetimeDB.
Game Module
A self-contained package that teaches QS-Bridge how to manage a specific game. Contains a STDB sub-database (Rust WASM) and bridge hooks (C++).
GameModule Trait
The Rust trait from qs-bridge-module-sdk that all game modules must implement. Defines lifecycle callbacks: on_player_join, on_player_leave, on_heartbeat, etc.
Global Table
A platform table shared across all servers in the cluster. No server_id column. Examples: BanEntry, AdminRole, PanelAuditLog.
GlobalVault
Platform table enabling cross-server item transfers. Game-agnostic slot model using JSON blobs.

H

Heartbeat
Periodic reducer call (every 30 seconds) from the bridge to SpacetimeDB. Updates ServerRegistry.last_heartbeat, online_count, and status.
HMAC
Hash-based Message Authentication Code (SHA-256). Used to sign bridge-proxied reducer calls, preventing spoofing of player_id parameters.
Horde Brain
HumanitZ optimisation layer. Leader-follower AI pattern where N zombies share one pathfinding calculation.

I

InstalledMod
Mod registry table tracking which mods are installed on which servers, with version, status, and assigned port.

J

JWT
JSON Web Token. Used for panel session management. HS256-signed, HttpOnly cookie, 8-hour expiry.

L

LD_PRELOAD
Linux mechanism for injecting shared libraries into a process. QS-Bridge uses this to load libqsbridge.so into game server processes without modifying the game binary.
Local Table
A platform table partitioned by server_id. Each server sees only its own rows. Example: ServerConfig.

M

ModKind
Enum with 8 variants classifying what a mod is and how it's managed: GameModule, EngineAdapter, ProcessService, StdbExtension, PanelExtension, ConfigPack, DataPack, Library.
Mod Registry
Rust STDB WASM module (10 tables, 30+ reducers) that manages mod metadata, versions, reviews, and per-server installation tracking. File storage in MinIO.
ModuleConfig
Platform singleton table storing the owner_identity (set by the init reducer) and gateway configuration.

O

Owner Identity
The SpacetimeDB identity that published the platform module. Stored in ModuleConfig.owner_identity. All panel_* reducers verify the caller is this identity (the gateway).

P

Panel
The React admin panel at panel.qs-zuq.com. 13 pages, real-time SpacetimeDB subscriptions, Steam OpenID authentication.
PanelExtension
A mod kind that adds custom pages to the admin panel. Distributed as React ESM bundles dynamically imported at runtime.
Platform
The game-agnostic layer of QS-Bridge. 12 STDB tables, 24 reducers, the admin panel, API gateway, and bridge core. Works for any game.
PlayerServerPresence
Platform table tracking which server each player is currently on. Used for dual-login prevention and cross-server lookups.
ProcessService
A mod kind that runs as a standalone process managed by systemd. Gets auto-restart, health monitoring, resource limits, and port allocation.

R

Reducer
A SpacetimeDB function that mutates database state. Called via WebSocket (BSATN-encoded) or REST API. Platform has 24 reducers.

S

Server Registry
Platform table with one row per game server. Tracks server_id, stdb_identity, hosting_id, status, online_count, and last_heartbeat.
Sphere/Signal System
HumanitZ optimisation. Zones around players: Active (full simulation), Physics (collision only), Frozen (no simulation, zombies recyclable).
SpacetimeDB
The database engine powering QS-Bridge. Rust-based, WASM modules, SQL subscriptions over WebSocket, BSATN binary protocol.
Starbase API
BisectHosting's REST API for server lifecycle management.
STDB
Abbreviation for SpacetimeDB.
StdbExtension
A mod kind compiled into a game module's STDB WASM binary at build time. Adds tables and reducers.
Sub-Database
A separate SpacetimeDB module owned by a game module. Contains game-specific tables (positions, inventory, buildings, etc.) isolated from the platform module.

T

TransferQueue
Platform table (ServerTransferQueue) enabling character portability between servers. Serialised character data moves through the queue.

U

useTable
React hook that wraps SpacetimeDB table subscriptions into React state. Handles onInsert, onUpdate, onDelete callbacks.

V

VPS
Virtual Private Server. QS-Bridge requires VPS deployment (not Docker or shared hosting) for full process management capabilities.
vtable Hook
Method of intercepting C++ virtual function calls by modifying the vtable pointer. Used by the UE4 engine adapter to hook ProcessEvent, SpawnActor, etc.

W

WASM
WebAssembly. SpacetimeDB modules are compiled to WASM from Rust. The platform module and game modules are WASM binaries.

Z

Zombie Recycling
HumanitZ optimisation. Teleports zombies from frozen zones to active zones near underbudget players, maintaining population density without spawning new actors.