log partitioning, consumer, cache/DB, pub/sub, and presence separately handle per-player ordering and push
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Existing composition
• A room/field sends gameplay events through a load balancer to an ingest API, which appends to a partitioned log.
• A quest consumer reads the log, updates a per-player state DB and read model, and publishes to pub/sub.
• Presence subscribes to pub/sub and pushes back to the room/field, which relays to the client.
GameQuest equivalent
• GameQuest uses the PlayerId as the global SpotId in the progress tier, leaving the owner turn to the Framework.
• QuestEventStore, projection, and reset/reconcile stay with the Application — this is not the Framework providing Kafka durability or reward-payout atomicity.