OneRP - 2,048 concurrent connections at MMORPG scale
The challenge
Classic roleplay platforms collapse under cumulative REST latency. The goal was a multi-tenant real-time platform where every screen updates from the authoritative server state.

What I built
OneRP is a long freelance mission around a private real-time platform. The core bet: remove HTTP request loops and use a binary, self-invalidating Fusion RPC channel so player, admin, banking, police and phone interfaces all refresh from the same server truth.
The same pattern now informs several SaaS architectures: reactive state, tenant isolation, compiler-enforced conventions and no manual cache invalidation.
Key engineering points
Fusion RPC over WebSocket with MessagePack for self-invalidating state.
Multi-tenant isolation enforced through InstanceId, EF Core query filters and middleware.
48 in-game React mini-apps tested in Chrome without launching the heavy game client.
Roslyn analyzers blocking real-time anti-patterns at build time.
Related writing
Why I removed REST APIs from my SaaS architectures
How reactive state with ActualLab Fusion changes user experience: no polling, no manual cache invalidation, no duplicated state.
OneRP - thousands of players where competitors cap around 500
Why I removed REST calls and designed server-side anti-cheat for a hostile, moddable runtime.
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