FastPubSub Network

Live pub/sub. Paths that heal themselves.

Roadmap

What already works. What we are building. Ideas we have not promised.

Done — What Already Works

Core systems that are operational today

Done

Overlay Network & Relay Mesh

QUIC relay backbone is live. PoPs spread across the globe. Relays discover each other, establish encrypted tunnels, and form a resilient mesh. When standard Internet links fail, the overlay reroutes on its own— recovery starts almost immediately and completes within seconds.

Done

Pub/Sub & Channel Fanout

Publish/subscribe is working end-to-end. Writers publish to the nearest PoP, the relay mesh forwards along the best measured path, destination PoP fans out to all subscribed listeners.

Done

Access Tokens & Auth

Scoped access token authentication is in place. Clients receive tokens with scoped permissions (publish/subscribe per channel). Tokens are validated on every PoP.

Done

Control Plane

Central management service is operational: tenant management, token issuance, configuration push to PoPs.

Done

Latency-Based Routing

Relays continuously measure RTT between each other and compute fastest paths using measured-path routing. Traffic is routed through the lowest-latency path in real time.

Done

Live Monitoring Dashboard

dashboard.fastpubsub.com — real-time world map of PoPs, overlay vs direct latency comparison, network anomaly detection. Uses our own FastPubSub infrastructure to deliver live updates to the browser.

Done

Rust SDK

The first FastPubSub SDK is available for Rust: fastpubsub-sdk on crates.io. It provides a simple client library for application integration.

Done

JavaScript SDK

JavaScript and TypeScript client library for browser and Node.js: @fastpubsub-sdk/client on npm. Connect, publish, and subscribe with auto-reconnect and token refresh.

Done

Interactive Demos

Public demo server at demo.fastpubsub.com: Paint Board, Online Radio, and Video Meeting. The server issues access tokens only; the master token stays on the backend.

Done

Cockpit

Early-access admin UI at cockpit.fastpubsub.com: overlays, master and access tokens, users, and passkeys. Live per-channel metrics, connection maps, and client logs are still in progress.

Done

Developer Documentation

Product docs are live at doc.fastpubsub.com: quickstart, tokens, channels, WebSocket and REST API. More integration examples are still being added.

Done

WebTransport Transport

Real WebTransport in the JavaScript (browser) and Rust SDKs, next to WebSocket. Unidirectional subscribe lines are supported. Node.js without a WebTransport global is not supported yet.

Done

SDK Filters & Token Bandwidth Caps

Client filters for latest-only, delta, fragment, encryption, and bandwidth. Access tokens can set ingress and egress kilobyte-per-second rights. Tenant-wide abuse protection is still separate work.

Done

No Single Point of Failure on the Hot Path

Message routing and delivery do not depend on one central node. The control plane is redundant: working routes keep carrying traffic if a control-plane instance is down.

Now — Active Development

Core infrastructure and tools needed before public launch

In progress

Analytics & Metrics

Per-PoP and per-channel metrics: message rates, connections, latency histograms, GeoIP, bot detection. Prometheus export + internal dashboards.

In progress

Demo Hardening

Meeting media encryption and waiting room. Keep Paint Board and Online Radio as public reference apps.

In progress

WebTransport Production Path

Harden the browser WebTransport path and add Node.js support where the runtime exposes WebTransport.

Planned

Cockpit Live Metrics

Per-channel rates, connection map, and client logs in Cockpit. Token and overlay management already work.

Planned

Rate Limiting & Abuse Protection

Per-tenant and per-channel rate limits (msg/s, bytes/s, connections). Backpressure, slow-consumer drop policy, IP-based throttling. Token-level bandwidth caps already exist.

Planned

More Docs & Examples

Extra integration guides and reference apps on top of the live docs site.

Planned

C# and Java SDKs

Publish C# and Java client libraries. Both wrap the Rust SDK today in the repo; they are not yet a public package.

Planned

Billing & Usage Tracking

Message counters per tenant, usage aggregation, quota enforcement. Foundation for paid tiers and metered billing.

Future — Ideas & Exploration

Concepts we are thinking about. Not committed yet, but high potential.

Idea

Presence & Channel Info

Who is online in a channel, subscriber count.

Idea

Edge Inbox Endpoint

A ready-made HTTPS endpoint on the nearest PoP where clients can POST events. We turn them into channel messages and fan out to listeners instantly. Universal webhook receiver with zero infrastructure for the client.

  • Webhook concentrator for SaaS (Stripe, GitHub, CI/CD)
  • Edge ingestion for IoT and agents (HTTP POST only)
  • HMAC signatures, rate-limit, dedup, routing rules
  • "POST once, fanout instantly"
Idea

Protocol Bridges

FastPubSub as a "network adapter" between external protocols and our channels. Connect existing systems without rewriting them for our SDK.

  • Webhook ingress/egress (any webhook ↔ channel)
  • SSE read endpoint (subscribe without SDK)
  • MQTT bridge (IoT devices ↔ channels)
  • Kafka, NATS, Redis PubSub compatibility (later)
Idea

Private Edge Gateway

A customer-hosted node inside a private network. Exposes local WebSocket/HTTP endpoints and maintains an outbound-only mTLS tunnel (WebSocket or WebTransport over TLS) to the FastPubSub fabric. No inbound firewall ports needed.

  • Docker / Kubernetes (Helm chart) deployment
  • Outbound-only: no inbound ports from Internet
  • Edge rules: filter, route, throttle, transform
  • Enterprise add-on: mTLS, RBAC, audit log
Idea

GameDev: datagrams and interest

Game-specific features on top of the existing WebTransport transport: unreliable datagrams, drop-old policies, adaptive tick rate, and spatial subscriptions. The transport itself is already in the SDKs.

  • WebTransport datagrams where the platform exposes them
  • seq/tick/drop-old policies for latest-state gameplay
  • Adaptive tick rate and quality metrics in the SDK
  • Spatial subscriptions via geohash: player position to nearby cells
Idea

Edge WebAssembly Session Controller

Run tenant-provided WebAssembly logic in a sandbox at the FastPubSub edge. The module acts as a programmable session controller and message firewall for traffic from clients, traffic sent back to clients, and subscription changes.

  • Hooks for client→channel, channel→client, subscribe, and unsubscribe events
  • Filter, reject, transform, annotate, throttle, or reroute messages at the edge
  • Manage dynamic channel subscriptions using bounded per-session state
  • Game rules for rooms, teams, spectators, interest management, and early abuse filtering
  • Sandboxed execution with CPU, memory, time, and outbound-access limits
  • Versioned modules, staged rollout, observability, and fast rollback per tenant
Idea

Coordinated Global Fan-out

An optional delivery mode for events that should become visible across distant regions at nearly the same moment. FastPubSub first propagates a message to the participating edge locations, optionally waits until all required edges report readiness, and then releases it using a shared target timestamp.

  • Near-simultaneous release from participating edges after global propagation
  • Strict-all, quorum, bounded-wait, and best-effort coordination policies
  • Configurable timeout and fallback when a distant or failed edge is not ready
  • Normal lowest-latency fan-out remains the default mode
  • Game uses: round starts, countdowns, synchronized events, and shared state snapshots
  • Guarantee applies to edge release time; client arrival still depends on last-mile latency
Idea

Reliable Stream Overlay

An optional SDK filter for ordered, acknowledged delivery between two clients when a live channel is not enough. Default pub/sub stays fire-and-forget.

  • ACK, reorder buffer, and flow control on top of existing filters
  • Fragment, encryption, and bandwidth filters stay reusable
  • Not a Kafka replacement; a session overlay for two endpoints