orleans

Implement distributed game server logic with Microsoft Orleans grains and streams.

17|5|Updated Feb 6, 2026
One-click install
npx skills add https://github.com/MonumentalSystems/Atlas-Agent-Teams --skill orleans-monumentalsystems
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: orleans
Source: https://github.com/MonumentalSystems/Atlas-Agent-Teams/tree/main/teams/game-dev/skills/orleans
Command: npx skills add https://github.com/MonumentalSystems/Atlas-Agent-Teams --skill orleans-monumentalsystems

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill helps you structure and implement distributed game server logic using Microsoft Orleans so that game state, sessions, and real-time updates scale reliably across processes.

Core Features & Use Cases

  • Virtual Actor (Grain) Architecture: Model players, rooms, and matches as single-threaded grains with clear grain interfaces and implementations.
  • Persistence for Game State: Persist grain state with Orleans persistence patterns (e.g., IPersistentState, explicit WriteStateAsync after mutations).
  • Real-Time Communication with Streams: Publish and subscribe to real-time updates (e.g., room updates) using Orleans Streams.
  • Silo Configuration Guidance: Configure clustering and storage backends (e.g., memory for dev, Azure storage for production) and enable the Orleans dashboard.
  • Example-Driven Game Session Design: Provide a concrete blueprint for player lifecycle, room broadcasting, and match/leaderboard style grain organization via DTOs and state models.

Quick Start

Tell the AI to generate an Orleans-based distributed server design that uses one grain per player and one grain per room, including persistent state and Orleans Streams for broadcasting updates.

Frequently Asked Questions about orleans

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I structure distributed game server logic using Orleans grains?

Structure distributed game server logic in Orleans by modeling players, rooms, and matches as single-threaded virtual actor grains with clear interfaces. This ensures per-player and per-room state remains consistent while handling activation and deactivation across processes.

What is the best way to persist game state in an Orleans grain?

Persist game state in an Orleans grain by using the IPersistentState pattern with explicit WriteStateAsync calls after state mutations. This approach reliably saves per-player and per-room data across process restarts and silo failures.

How do I broadcast real-time multiplayer updates with Orleans Streams?

Broadcast real-time multiplayer updates with Orleans Streams by using the built-in publish/subscribe mechanism to push room state changes to subscribed clients. This handles real-time messaging efficiently while maintaining distributed session coordination.

Can I use Orleans for multiplayer architecture if I need consistent per-match state?

Yes, you can use Orleans for multiplayer architecture by assigning one grain per match and one grain per player using IGrainWithStringKey identities. This virtual actor pattern guarantees single-threaded execution, keeping per-match state consistent and scalable.

How do I configure Orleans silos for game server clustering and storage?

Configure Orleans silos for game server clustering and storage by selecting appropriate cluster and storage providers, such as memory for development or Azure storage for production. Enabling the Orleans dashboard provides runtime visibility into grain activation and silo health.

When should I not use Orleans for a distributed game server?

You should not use Orleans for a distributed game server if your architecture requires stateless API routing without persistent actor lifecycles, or if you need direct UDP socket management. Orleans grains are optimized for single-threaded virtual actor state, not raw network packet processing.