C++ Runtime SystemsProtocols & NetworkingPerformance & ReliabilityLinux / Windows

Senior C++ Software Engineer for Performance-Critical Systems

I build, optimize, and maintain C++ backend runtimes, Lua-integrated systems, protocol-driven client/server software, cross-platform tooling, and production-grade systems where performance, stability, and data correctness matter.

Applied across online infrastructure, open-source platforms, private client/server products, and developer tooling across Linux and Windows.

Capabilities

Systems engineering skills grounded in shipped and reviewed work.

Core Systems

Runtime architecture, concurrency, and performance-sensitive C++/Lua systems.

C++Luaruntime architectureconcurrencybounded schedulingprofilingmemory ownershiphot-path optimization

Protocols & Networking

Transport contracts, runtime profiles, compatibility work, and protocol tooling.

TCP client/server flowstransport codecsruntime protocol profilesbinary compatibilityProtobuflogin/session flows

Build & Platform

Cross-platform build, packaging, and developer workflows.

CMakevcpkgGitHub ActionsDockerrelease integrityLinux / Windows workflows

Reliability & Data Safety

State mutation, persistence, deterministic validation, and runtime correctness work.

SQL / MariaDBpersistence invariantsmutation safetydeterministic static analysisschema validationtest coverage

Product Delivery

Public delivery surfaces, launcher/API integration, and release operations.

launcher/API integrationasset deliverysigned metadatatelemetrycrash reportingrelease operations

Impact Highlights

Fast proof points for performance, build, reliability, and delivery work.

~54s -> 1.5-3.0s

runtime startup

Reduced C++/Lua server startup time in public PR measurements.

Canary PR #3968

47.93% -> 18.02%

async task fanout

Reduced sampled inclusive CPU share during a documented monster-stress workload.

Canary PR #4023

3 families / 1 runtime

protocol architecture

Supported modern 15.x, 11.00, and 8.60 client families without per-version ports or builds.

Canary PR #4009

139,767 -> 126

sampled CPU

Reduced sampled CPU in static viewport rendering.

RME PR #188

17,830 -> 2,230

allocator refills

Reduced allocator slab refills during large map operations.

RME PR #188

Case Studies

Detailed technical narratives with context, decisions, impact, and evidence.

C++ Runtime Startup Performance with Lua Integration

Public PR merged

Context: OpenTibiaBR Canary is a large C++/Lua online server runtime where startup touches scripts, map data, tile caches, spawn configuration, and runtime registries.

Problem: Startup had expensive hot paths that slowed iteration and operational startup.

Solution: Optimized Lua loading, map parsing, tile cache construction, zone indexing, and spawn startup without changing expected runtime behavior.

Impact: Script/module loading dropped from about 54 seconds to roughly 1.5-3.0 seconds in public PR measurements.

What I owned

  • Profiling and diagnosis
  • Hot-path implementation
  • Behavior preservation
  • Measurement and tradeoff documentation

Technical decisions

  • Focused on startup hot paths before changing broader runtime architecture
  • Preserved expected script, map, tile, zone, and spawn behavior
  • Used public before/after measurements to document impact

Technologies

C++Luaprofilingserver runtime

Fair Runtime Scheduling & Parallel Compute

Merged and field validated

Context: A long-running C++ server runtime must keep player-visible input and movement responsive while processing expensive background pathfinding, target selection, combat preparation, maintenance, and asynchronous work.

Problem: Broad dispatcher queues allowed large background workloads to compete with latency-sensitive work, while repeated asynchronous tasks, stale decisions, ownership churn, and unbounded fanout limited fairness and multi-core utilization.

Solution: Introduced lane-aware scheduling, adaptive runtime budgets, bounded multi-core compute, immutable navigation snapshots, visibility-aware promotion, coalescing, queue telemetry, and strict stale-completion validation.

Impact: Improved runtime behavior and player-visible responsiveness under monster-heavy workloads. The architecture passed 264 unit and regression tests and has been field validated across multiple OT server deployments while broader operational feedback continues.

What I owned

  • Dispatcher lane and execution-mode architecture
  • Weighted deficit and producer-fair scheduling
  • Bounded admission, backpressure, and telemetry
  • Parallel pathfinding and decision compute service
  • Immutable navigation snapshots and stale-result rejection
  • Runtime validation, rollout, documentation, and tests

Technical decisions

  • Kept map mutation, Lua, RNG, combat, conditions, cooldowns, and network-visible state on the authoritative dispatcher
  • Allowed workers to receive values or immutable snapshots and return suggestions only
  • Bounded every queue and reserved completion capacity for accepted requests
  • Revalidated entity generation, position, epoch, and topology revisions before applying worker results
  • Adapted background budgets from player-visible latency while preserving producer fairness
  • Used sustained exact backlog state for warnings instead of treating transient histogram samples as incidents

Technologies

C++concurrencyweighted deficit round robinbounded queuesimmutable snapshotsruntime telemetry

Runtime Multiprotocol Networking Architecture

Merged and field validated

Context: A C++ client/server runtime needed to support modern 15.x, old-protocol 11.00, and compatible 8.60 client families without separate binaries, ports, or fragile version checks spread across the protocol stack.

Problem: The client families differ in TCP framing, checksums, encryption layout, compression, handshake behavior, login payloads, asset signatures, item mapping, and version-specific message fields.

Solution: Implemented transport codecs, initial-connection behavior, runtime protocol profiles, session hints, version-gated payload contracts, compatibility tests, legacy asset export profiles, and coordinated client release packaging.

Impact: Three client families now share one field-validated C++ runtime and deployment model without requiring per-version ports or server builds.

What I owned

  • Transport codec and profile architecture
  • Protocol profile and feature-flag contracts
  • Account-login and game-login layouts
  • Session-hint resolution between login and game connections
  • Current-client compatibility updates and packet debugging
  • Legacy asset export and versioned client release integration

Technical decisions

  • Separated transport framing from protocol feature behavior
  • Kept the modern profile as the safe default when no valid legacy hint exists
  • Used explicit profile feature flags instead of accumulating direct version comparisons
  • Allowed policy to block a detected profile without letting policy guess legacy framing
  • Resolved compatible profiles from session hints, protocol data, and asset signatures
  • Preserved legacy fallbacks while correcting current-client packet boundaries

Technologies

C++TCP framingXTEAchecksumscompressionprotocol profilesfeature flagsunit tests

C++ Build System & Protobuf Packaging Optimization

Public upstream commit

Context: Some C++ package-manager and cross-build workflows use a host protoc while target packages only need protobuf::libprotobuf-lite.

Problem: The target-side Protobuf package could still pay build and install cost for full runtime and compiler-side artifacts that the target dependency graph did not need.

Solution: Implemented upstream Protobuf CMake support for a constrained lite-only runtime build and contributed the vcpkg port change that makes libprotoc opt-in for non-native target builds.

Impact: The Protobuf change landed through Copybara as public commit 7c090172. The local PoC measured the build step dropping from 508.063s to 55.648s and installed footprint from 113,754 KB to 21,579 KB.

What I owned

  • Upstream problem statement
  • CMake implementation
  • vcpkg packaging update
  • Maintainer iteration
  • Landed-commit verification

Technical decisions

  • Kept Protobuf default behavior unchanged
  • Added a strict lite-only mode only when compiler-side artifacts, tests, conformance, examples, and upb are disabled
  • Exported and installed only targets that actually exist
  • Treated Protobuf's closed PR state through the public Copybara landed commit instead of GitHub's merge flag

Technologies

CMakevcpkgProtocol Bufferspackage managementcross-builds

Runtime State & Persistence Safety

Public PR merged

Context: Market, inbox, and offline-save flows need strong item and persistence invariants. Small mistakes can duplicate items, lose items, or overwrite valid player progression.

Problem: Full inboxes, stack splitting, partial insertions, market clone behavior, and partial offline-player saves had edge cases where mutation order could corrupt state.

Solution: Hardened inbox and market insertion paths with capacity checks, safer cloning/insertion behavior, batch insertion helpers, and offline save protections.

Impact: Reduced risk of duplicated/ghost items, item loss, and progression resets in economy and persistence flows.

What I owned

  • Capacity validation logic
  • Stack and non-stack item handling
  • Atomic batch insertion behavior
  • Offline save protection
  • Tests and edge-case coverage

Technical decisions

  • Validated capacity before mutating item state
  • Added dry-run/test-only insertion behavior for preflight checks
  • Handled stackable and non-stackable items explicitly
  • Centralized insertion behavior to reduce duplicated item movement logic
  • Avoided saving incomplete offline-player state over valid persistent fields

Technologies

C++SQL persistenceinventory containersdata safetytests

Profile-Aware Content Integrity Auditor

Public PR merged

Context: A large C++/Lua runtime loads mutually exclusive content profiles containing Lua scripts, XML registrations, protobuf-backed item definitions, storages, actions, movements, weapons, spells, monsters, and NPCs.

Problem: Cross-profile definitions could incorrectly satisfy each other, dynamic Lua expressions could be mistaken for authoritative references, invalid XML ranges could be silently skipped at runtime, and naive whole-repository scans produced noisy or unsafe results.

Solution: Built a deterministic profile-aware auditor that produces typed symbol registries, reference reports, unresolved coverage, stable fingerprints, CI annotations, and JSON/Markdown artifacts validated against bundled schemas.

Impact: Scanned 39,311 facts across two runtime profiles, corrected eight blocking content errors, reduced storage findings from 1,225 to 405 by removing false positives, and completed 72 tests with zero remaining scan errors.

What I owned

  • Static-analysis architecture and Python CLI
  • Profile-aware extraction and symbol model
  • Lua, XML, and protobuf-backed data analysis
  • Deterministic schema-validated artifacts
  • Path safety, resource bounds, and atomic output
  • CI gating, baseline fingerprints, documentation, and tests

Technical decisions

  • Kept mutually exclusive runtime profiles isolated throughout extraction and validation
  • Used conservative Lua analysis and left dynamic expressions unresolved instead of fabricating missing references
  • Parsed authoritative protobuf fields instead of treating every numeric value as an item definition
  • Rejected symlink escapes and constrained discovery and output paths to the repository
  • Applied bounded token, fact, diagnostic, and finding limits for large or adversarial inputs
  • Included occurrence multiplicity in semantic fingerprints so waivers cannot hide new duplicates

Technologies

PythonLua analysisXMLProtocol BuffersJSON Schemastatic analysisGitHub Actions

Versioned Client Asset Delivery & Release Platform

Public product

Context: Client delivery needed to support modern and legacy asset sets, server-specific modules, public launcher downloads, catalog visibility, operational monitoring, and versioned update metadata without exposing private implementation details.

Problem: Partner distribution was not a single-download problem. Different servers and client versions needed isolated asset trees, module sets, launch goals, update cadence, archive selection, catalog integrity, news, monitoring, and delivery rules through one controlled public entry point.

Solution: Integrated client asset automation, launcher/API delivery flows, version-aware archives, catalog validation, server-specific asset/module loading, partner rules, admin monitoring, news APIs, signed metadata, and release support.

Impact: Gives players and operators a controlled download/update path while preventing version-mismatched packages, repairing 11 spritesheet collisions, and preserving separation between server-specific packages and confidential partner operations.

What I owned

  • Client-side launcher/runtime integration
  • Catalog-driven multiserver delivery flow
  • Automatic asset download and install flow
  • Archive extraction and integrity checks
  • Version-aware release archive selection
  • Spritesheet catalog collision validation
  • Admin-side asset monitoring and news APIs
  • Windows release support

Technical decisions

  • Kept final runtime files in existing client asset paths instead of introducing a second source of truth
  • Used archive-first installation with manifest fallback behavior
  • Matched release archives against the requested client version instead of accepting the first compatible file extension
  • Reserved generated spritesheet names across each import batch and failed closed on duplicate or missing catalog entries
  • Kept server-specific assets, modules, launch metadata, and catalog visibility separated through delivery rules
  • Scoped public claims to the current Windows launcher surface and public PR evidence
  • Kept private repository names, source, internal endpoints, signing material, and asset internals out of public copy

Technologies

C++LuaGoasset deliverycatalog integritylauncher/APIrelease operationsmonitoring

Large Data Load/Save & Rendering Optimization

Public PR merged

Context: Remere's Map Editor is a long-lived C++ desktop tool used to inspect, edit, load, save, render, and export large map/client-asset data sets.

Problem: Large-map workflows were paying too much allocation, traversal, binary I/O, save-path, repaint-invalidation, and generated asset export cost.

Solution: Added pooled allocation, cached floor/tile lookups, improved binary I/O, optimized save traversal, reduced unnecessary repaint work, and added large map asset export support.

Impact: Public PR metrics report slab refills dropping from 17,830 to 2,230, allocation CPU share dropping from 20.01% to 14.62%, and static viewport sampled CPU dropping from 139,767 to 126.

What I owned

  • Profiling and diagnosis
  • Allocator and traversal changes
  • Binary I/O and save-path improvements
  • Rendering invalidation changes
  • Cyclopedia/staticdata export support
  • Before/after metrics in public PRs

Technical decisions

  • Added a small-object slab allocator for hot Item/Tile/Floor allocation paths
  • Cached floor/tile lookup and assigned tile locations directly during parsing
  • Used direct tile-location traversal during save to reduce repeated lookup work
  • Split scene-dirty refresh from overlay-only refresh so static overlays did not invalidate cached map rendering
  • Kept Cyclopedia asset export focused on protobuf/staticdata paths and documented deferred optimization candidates

Technologies

C++allocator workbinary I/OrenderingProtocol Buffers

Public Evidence & Contributions

Claims are tied to public artifacts wherever possible.

This portfolio prioritizes merged PRs, upstream commits, public product pages, and cross-repository evidence. Private work is separated and described only at a public-safe architecture and outcome level.

Open-source systems

Canary, OTClient, Remere's Map Editor, Assets Editor, login-server, vcpkg, and Protocol Buffers contributions.

Field-validated systems

Runtime scheduling and multiprotocol deployments, public launcher/download pages, smoke tests, release workflows, and partner delivery flows.

Private work boundaries

Private repositories, endpoints, logs, diagnostic artifacts, screenshots, assets, and business metrics stay out of public copy.

Public PR merged Client Networking

OTClient HTTP/WebSocket Modernization

Replaced in-house HTTP/WebSocket implementation with ixwebsocket while preserving public client APIs.

View PR
Public PR merged Diagnostics / Runtime Observability

OTClient Logging Backend

Added spdlog backend, centralized logging, log levels, formatting, file output, and safer HTTP log handling.

View PR
Public PR merged Runtime Stability / Data Safety

Market/Inbox Data Safety

Hardened inbox insertion with capacity checks, stack-aware behavior, atomicity, and tests.

View PR
Public PR merged Release Engineering / CI

Cross-Repository Release Integrity

Linked exact client/server release tags, validated required packages before publishing, and preserved authoritative client metadata.

View PR
Public PR merged Operator DX / Stability

Login-server Structured Errors

Added structured public errors, admin hints, config validation, and tests.

View PR
Public PR merged Security / Build Systems

Mbed TLS RSA Backend

Migrated login RSA backend abstraction from OpenSSL usage to Mbed TLS.

View PR
Public PR merged C++ Runtime Reliability

Runtime Memory Ownership & Hot-path Safety

Hardened Lua shared-userdata finalizers and reduced avoidable shared-pointer churn in synchronous hot paths.

View PR
Public PR merged Runtime Validation / Platform

Reproducible Runtime Stack & Smoke Tests

Validated runtime startup across Linux, macOS, and Windows and provided a Docker quickstart with database and login services.

View PR
View more contributions
Public PR merged Multi-Repo Protocol Engineering

Livestream Protocol/Login Flow

Connected read-only viewer sessions across C++ runtime state, protocol restrictions, persistence, Lua commands, and a Go login service.

View PR
Public PR merged Developer Tooling

Lua API Documentation Generator

Added generated Lua API docs and stubs for developer tooling.

View PR
Public PR merged Build Systems / CI Reliability

Windows vcpkg Cache Coordination

Serialized only Windows cache writers while preserving parallel read-only jobs, preventing duplicate NuGet publication races.

View PR

Private Work

Private Client/Server Runtime Engineering

Client-approved private work

Asteria client and server work across C++/Lua runtime systems, protocol compatibility, UI/runtime behavior, persistence, launcher/API integration, asset delivery, telemetry, crash reporting, and release operations.

Reference available on request.

Public-safe claims

  • Built and maintained substantial client and server systems
  • Worked across runtime behavior, protocol compatibility, persistence, release operations, and diagnostics
  • Integrated launcher/API, asset delivery, telemetry, and crash reporting flows

Kept private

  • Other customer and partner names without publication approval
  • Private repository names
  • Private URLs or internal service addresses
  • Proprietary code, assets, logs, private diagnostic artifacts, screenshots, and business metrics

Recommendations

Recommendations

Verified feedback from clients and collaborators.

Recent client and peer testimonials are available on my public LinkedIn profile.

Public profile

LinkedIn recommendations

Read verified recommendations directly on LinkedIn.

Contact

Open to senior C++ engineering roles and consulting work.

Focused on backend systems, protocol-heavy software, performance-critical runtimes, reliability, build tooling, data safety, and production-grade Linux/Windows systems.