Server ====== The server (``ishtaria-server``, AGPL-3.0) is authoritative: clients send intentions, the server decides outcomes. Sharding by cells ----------------- The planet surface is divided into H3 cells. A *simulation node* owns a set of cells. Empty cells run in an economy mode; busy cells can be split across more nodes. When an entity crosses a cell boundary owned by another node, it is handed over through NATS. A small world runs everything in one process. Sharding is an operator choice, not a requirement. Tick rates ---------- * Active zone around players: 20–60 Hz, full physics. * Surroundings: a few Hz, simplified entities, no physics. * Rest of the planet: aggregate models, minutes to hours of game time per step. See :doc:`simulation`. Process layout -------------- * ``ishtaria-server`` – gateway, simulation, federation endpoint. * systemd unit ``ishtaria-server.service`` running as user ``ishtaria``. * Configuration in ``/etc/ishtaria/server.toml``, state in ``/var/lib/ishtaria``.