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Spec-first, milestone-gated delivery
A 1,100-line master spec with stable requirement IDs and evidence mapping prevents building empty services; each milestone produces a verifiable vertical slice.
Personal project
Docker-first global player identity platform with built-in observability
The BFF calls Identity Core, which checks OTP quotas in Redis, asks Risk Service to assess the attempt, and commits the session and its outbox event with conditional writes. The email is sent asynchronously (see the events view).
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PlayerMesh is a global player identity platform: one durable identity shared across multiple games, with per-game accounts, devices, OTP and MFA, and security-sensitive account changes. Identity Core, Game Services and a Risk Service sit behind per-app BFF endpoints, persist to DynamoDB with Redis caching, and publish outbox events through Redpanda to a platform worker. A Control Center and a full observability stack make failures visible and measurable.
Players want one durable identity across games and devices, while operators need safety, reliability and visibility into failures. The project explores how to model and operate that with honest, measurable evidence rather than invented dashboards.
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A 1,100-line master spec with stable requirement IDs and evidence mapping prevents building empty services; each milestone produces a verifiable vertical slice.
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Identity, game-link registry and sessions share a transaction boundary so ownership checks are atomic, while services communicate only through APIs or events.
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Audit, notifications and projections flow through Redpanda, so a broker outage delays projections but never erases already-committed player changes.
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The host only needs Docker; JDK, Gradle and images are pinned so anyone can reproduce the same build and test result.
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Collector, metrics, logs and traces exist before the first game integration, so reliability claims are measured rather than asserted.