Platform Overview
Varion is a GTA V multiplayer platform with a dedicated server, a launcher, client runtime, resources, SDKs and a masterlist backend.
Main Pieces
| Piece | Role |
|---|---|
| Dedicated server | Runs networking, resources, entity/world/voice state, the scripting host, native modules and HTTP manifests |
| Resources | Server and client gameplay packages under resources/ |
| Modules | Optional native server extensions loaded from modules/ |
| Client runtime | Connects to a server, downloads the resource manifest and runs client scripts |
| Launcher | Installs and updates the protected client payload |
| Masterlist | Publishes public servers and verifies production server identity |
Developer Boundary
Server developers work with:
server.tomlresources/<name>/resource.toml- JavaScript, C#, Go and native module SDKs
- public HTTP endpoints
- masterlist identity settings
They do not need protected client internals, launcher internals, signing keys, private CDN config or platform source trees.
Runtime Flow
- The server loads
server.toml. - Resources listed in
server.tomlare loaded fromresources/, and the client manifest is built. - The JavaScript scripting host starts for
jsresources (Node hosthost/varion-host.cjs). - The network comes up: the game port (ENet) and the HTTP port (metadata, manifest, resource files).
- Native modules are loaded from
modules/last — after every subsystem and the network. - Clients connect to the game port and fetch runtime data through the HTTP port; gameplay resources own spawn, economy, permissions and user-facing logic.
Trust Model
The server is authoritative. Treat client scripts and local files as untrusted. Validate important gameplay, inventory, economy, permissions, teleport-like movement and masterlist identity server-side.
Source Backing
This page is derived from the implemented runtime boundaries in:
include/varion.hserver/src/CServer.cppserver/src/CServerConfig.cppserver/src/CResourceManager.cppsrc/network/CNetworkManager.cpp