Core Systems
Runtime architecture, concurrency, and performance-sensitive C++/Lua 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
Runtime architecture, concurrency, and performance-sensitive C++/Lua systems.
Transport contracts, runtime profiles, compatibility work, and protocol tooling.
Cross-platform build, packaging, and developer workflows.
State mutation, persistence, deterministic validation, and runtime correctness work.
Public delivery surfaces, launcher/API integration, and release operations.
Impact Highlights
~54s -> 1.5-3.0s
Reduced C++/Lua server startup time in public PR measurements.
Canary PR #396847.93% -> 18.02%
Reduced sampled inclusive CPU share during a documented monster-stress workload.
Canary PR #4023508s -> 55s
Reduced Protobuf lite runtime build time in local PoC measurements.
Protobuf landed commit3 families / 1 runtime
Supported modern 15.x, 11.00, and 8.60 client families without per-version ports or builds.
Canary PR #4009139,767 -> 126
Reduced sampled CPU in static viewport rendering.
RME PR #18817,830 -> 2,230
Reduced allocator slab refills during large map operations.
RME PR #188Featured Work
Performance Engineering
Public PR merged~54s -> 1.5-3.0s
script/module loading
Optimized startup hot paths across Lua loading, map parsing, caches, indexing, and spawns.
Reduced a major C++ runtime startup bottleneck while preserving Lua integration behavior.
Concurrency & Runtime Performance
Merged and field validated264 / 264
unit and regression tests
Multi-core
bounded compute service
Designed bounded, lane-aware scheduling and multi-core compute for expensive runtime decisions while preserving authoritative state mutation.
Improved player-visible responsiveness under heavy workloads with fairness, backpressure, immutable snapshots, and stale-result rejection.
Protocols & Networking
Merged and field validated3 client families
15.x, 11.00, and 8.60
1 C++ runtime
shared protocol stack
Designed transport codecs, protocol profiles, session hints, and version-gated payload contracts for multiple client generations.
Replaced scattered version checks with explicit, testable contracts in one C++ runtime without per-version ports or builds.
Build Systems
Public upstream commit508s -> 55s
build step PoC
113,754 KB -> 21,579 KB
installed footprint PoC
Added constrained Protobuf lite-only runtime packaging and vcpkg support for target-side builds.
Reduced unnecessary build/install cost for C++ package-manager and cross-build workflows.
Product Delivery
Public productVersion-matched
release archives
9,209 / 9,209
unique sprite filenames
Built client-side and service-side delivery flows with version-aware archives, catalog integrity, server-specific assets, monitoring, and launcher distribution.
Provides a controlled multi-server release surface while preventing version mismatches, duplicate catalog entries, and cross-server package mixing.
Developer Tooling
Public PR merged17,830 -> 2,230
slab refills
139,767 -> 126
static viewport sampled CPU
Improved large-map load, save, allocation, viewport rendering, and Cyclopedia asset export paths.
Made large OTBM and generated asset workflows faster and easier to operate for map/tooling authors.
Case Studies
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.
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.
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.
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.
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.
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.
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.
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.
Public Evidence & Contributions
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.
Canary, OTClient, Remere's Map Editor, Assets Editor, login-server, vcpkg, and Protocol Buffers contributions.
Runtime scheduling and multiprotocol deployments, public launcher/download pages, smoke tests, release workflows, and partner delivery flows.
Private repositories, endpoints, logs, diagnostic artifacts, screenshots, assets, and business metrics stay out of public copy.
Replaced in-house HTTP/WebSocket implementation with ixwebsocket while preserving public client APIs.
View PRAdded spdlog backend, centralized logging, log levels, formatting, file output, and safer HTTP log handling.
View PRHardened inbox insertion with capacity checks, stack-aware behavior, atomicity, and tests.
View PRLinked exact client/server release tags, validated required packages before publishing, and preserved authoritative client metadata.
View PRAdded structured public errors, admin hints, config validation, and tests.
View PRMigrated login RSA backend abstraction from OpenSSL usage to Mbed TLS.
View PRHardened Lua shared-userdata finalizers and reduced avoidable shared-pointer churn in synchronous hot paths.
View PRValidated runtime startup across Linux, macOS, and Windows and provided a Docker quickstart with database and login services.
View PRConnected read-only viewer sessions across C++ runtime state, protocol restrictions, persistence, Lua commands, and a Go login service.
View PRAdded generated Lua API docs and stubs for developer tooling.
View PRSerialized only Windows cache writers while preserving parallel read-only jobs, preventing duplicate NuGet publication races.
View PRPrivate 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.
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