These notes explore optional services shared across participating servers. They focus on local authority, portable companions, and custody rules that prevent one identity from being active in several places at once.

Keeping Local Data Local

ADK keeps plugin and server data on the local system unless rules allow a specific central use. If data is shared, it has a named purpose and includes only what is needed.

For example, global matchmaking might get a cooperation score and activity window without seeing raw combat logs or every login timestamp.

Checking In Regularly

ADK servers send short-lived participation updates to the central system. These updates prove that the server is still active but do not give the central system control over local gameplay.

If the update expires, local gameplay continues while only certain central features become cached, queued, or unavailable. For example, a server may keep running normally during an outage while global matchmaking waits for a verified connection.

What Moves Between Systems

The boundary defines what data can travel between a local ADK server and the central system. Local gameplay continues even if the central system is down.

Local decisions do not give the central system control over player actions or data sharing. The local system cannot authorize cross-server data sharing by itself. The central system coordinates identity, preferences, profiles, and services across servers. The local server keeps control of player actions. The central system never controls local gameplay.

Identifying Servers

A game server must show its identity to the central system. This record includes basic info, participation status, and profile links.

It does not say the server is trustworthy or in charge of local gameplay. The record only gives details that ADC services can check before using server profiles, availability, disclosures, or recommendations. It does not cover how a server names itself locally or advertises to players. It also does not define how plugins describe their own data behavior.

Moving Companions Between Servers

This service lets players move companions between servers. The destination server must approve the transfer. The companion stays inactive until approved. If denied, the companion remains in its original place and still follows privacy and data rules. ADC custody manages dormant state. Administrator approval is required before any custody change. Only ADC can coordinate the transfer.

Managing Entity Leases

This service makes sure each premium entity has only one active lease at a time. It keeps recovery data if the entity is lost. Expired identities cannot be cloned or redeployed. Offline hosts may transfer custody but not duplicate the entity. The system checks identity and entitlement before issuing a lease. It stores limited recovery checkpoints. The service prevents concurrent deployment. Lease generations use compare-and-set to avoid conflicts. Conflicts pause issuance and keep evidence for review.

Helping Players Find the Right Server

ADK is designed to help players find servers that match how they want to play. With the player’s permission, recommendations could compare declared preferences and compatible playstyle signals with server rules, population patterns, pacing, and available activities.

Each suggestion would explain why it was selected without publishing the player’s private preferences or declaring that a server is universally good or bad. A quiet builder and a highly competitive raider could therefore receive very different—and equally valid—recommendations.