mirror of epic games' lore open source version control
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Mattias Jansson b046bcb2d9 LEP: Add storage interface for get/put of foreign keys
## Motivation
Callers that address content by a key belonging to some other system -- an asset id, a build id, a database primary key -- need both keyspaces for every access, and the two are serially dependent: a read is mutable_load then get, a write is put then mutable_store, and the second cannot start until the first answers. The latency is two round trips regardless of how much work is queued behind it, which is what decides whether Lore is usable as a cache for foreign-keyed data.

## Summary
Add get_resolved and put_resolved, which resolve a key and act on the content it names within one request. Keys live under KeyType::Resolve, so the type is implied rather than sent. Both operations are available over QUIC and gRPC with the same semantics, and through lore_storage_get_resolved and lore_storage_put_resolved in the C API.

A read resolves local-first and falls back to the remote on a miss, caching the mapping it learns; a locally cached mapping that names content this store does not hold defers to the remote rather than reporting a miss. The root fragment arrives with the resolution, so there is no local probe for it -- that is the round trip being saved -- but it is decompressed and verified against the resolved hash exactly as load_fragment does, so a server that resolves a key to the wrong content is caught rather than trusted. Leaves still go through load_fragment, and so are still served from and written back to the local store. Reads take the same streaming option an ordinary read does, delivering one event per leaf fragment so peak memory follows the fragment size rather than the content size.

A write stores the content before publishing the key, so a key never names content the store does not hold. Content that fits one fragment publishes from inside the ordinary write pipeline: the upload it was going to perform anyway becomes put_resolved rather than put, so content and mapping travel together and the terminal local write is the only local write, already carrying the durable flag and the local_cache_priority retention decision. A publishing write never joins the in-flight rendezvous -- deduping onto another writer's upload would mean no upload of our own, and the key rides on the upload, so it would silently never ship. Content already durable uploads nothing, so there is no command for its key to ride on and the mapping follows as a mutable_store instead; still one round trip, without re-sending a payload the server holds.

A fragment tree cannot fuse: its leaves upload first and the key is published only once the whole tree is durable. Writes report where content landed -- local, remote, or both -- as the intersection across every fragment, so a caller can tell content that reached the remote from content that only reached the local store. A remote leg that fails is warned rather than returned: the local write still stands, and the reported placement says so. A publish carrying no content retracts the key.

Publishing is last-writer-wins, deliberately: for the caching this exists for either mapping is valid. Folding in a compare-and-swap is not available, because content must be stored before the key names it and a failed swap would strand what it just stored, worst under exactly the contention that would motivate it.

```
Imported-PR: #169
Imported-From: 094b91956d
Imported-Base: 132d57450f
Imported-Merge: d7b7bca165
Imported-Author: Mattias Jansson (mjansson)
Signed-off-by: Mattias Jansson <mjansson@gmail.com>
GH-URL: https://github.com/EpicGames/lore/pull/169
```

Lore-RevId: 634
Lore-Signature: 7e6e378a4002f9c11871fdb6e27ae1b4cabf8e1795ad5105795326f0d9da3324
2026-08-19 10:24:34 +00:00
.cargo Emit macOS .dSYM for release-lto (split-debuginfo = packed) 2026-06-09 21:22:45 +00:00
.github Add structured GitHub issue forms and PR template for triage intake 2026-08-18 13:24:10 +00:00
contrib/aws Add Terraform example for AWS deployment 2026-07-21 14:27:15 +00:00
docs LEP: Add storage interface for get/put of foreign keys 2026-08-19 10:24:34 +00:00
lore LEP: Add storage interface for get/put of foreign keys 2026-08-19 10:24:34 +00:00
lore-aws lore-aws: hook up the concrete ImmutableStore implementation to the conformance battery 2026-08-18 12:26:07 +00:00
lore-base LEP: Add storage interface for get/put of foreign keys 2026-08-19 10:24:34 +00:00
lore-capi LEP: Add storage interface for get/put of foreign keys 2026-08-19 10:24:34 +00:00
lore-chaos-client Remove internal package registry and repository URLs 2026-06-15 14:43:26 +00:00
lore-client lore: opt in to archiving branches in configured layers 2026-08-19 09:35:19 +00:00
lore-credential Fix comment to pass lint-diff 2026-08-17 16:10:01 +00:00
lore-error-set lore-error: add new chain_err_from helper to create new TracedErrors off originating errors 2026-08-10 21:55:10 +00:00
lore-error-set-macro Carry structured error detail and FFI codes on the Complete event 2026-06-24 17:43:05 +00:00
lore-hashicorp Initial code copy from private repo 2026-05-29 18:50:20 +00:00
lore-integration-tests LEP: Add storage interface for get/put of foreign keys 2026-08-19 10:24:34 +00:00
lore-io lore-io: suppress unnecessary mut warning 2026-08-13 08:50:47 +00:00
lore-macro lore: Validate utf8 text passed in args to the API 2026-07-28 13:23:16 +00:00
lore-notification lore-revision, lore-notification: Clear inactive notification subscriptions so resubscribing works 2026-08-18 14:55:04 +00:00
lore-proto LEP: Add storage interface for get/put of foreign keys 2026-08-19 10:24:34 +00:00
lore-revision LEP: Add storage interface for get/put of foreign keys 2026-08-19 10:24:34 +00:00
lore-server LEP: Add storage interface for get/put of foreign keys 2026-08-19 10:24:34 +00:00
lore-storage LEP: Add storage interface for get/put of foreign keys 2026-08-19 10:24:34 +00:00
lore-telemetry lore-telemetry: adjust size_histogram to have larger buckets up to FragmentSize 2026-07-31 13:09:17 +00:00
lore-transport LEP: Add storage interface for get/put of foreign keys 2026-08-19 10:24:34 +00:00
notices notices: resolve license text for base64-simd, vsimd, and rs-consul 2026-06-05 17:53:57 +00:00
scripts LEP: Add storage interface for get/put of foreign keys 2026-08-19 10:24:34 +00:00
vendor/quinn-proto Initial code copy from private repo 2026-05-29 18:50:20 +00:00
.dockerignore Initial code copy from private repo 2026-05-29 18:50:20 +00:00
.gitignore gitignore: Ignore entire .claude/ directory 2026-07-16 11:17:18 +00:00
.loreignore ci: allow .github directory to be tracked for GHA integration 2026-06-16 16:59:34 +00:00
.markdownlint-cli2.jsonc docs: add content_tabs hook for comment-delimited tabs 2026-06-12 20:50:31 +00:00
.pre-commit-clippy.py Add missing executable bit on precommit script and add missing entries to ignore file 2026-06-01 09:00:30 +00:00
.pre-commit-config.yaml Add SWFS interface 2026-08-18 21:59:30 +00:00
.rustfmt.toml Initial code copy from private repo 2026-05-29 18:50:20 +00:00
.vale.ini docs: add project level README, migrate Lore design doc, updated branding assets, and glossary 2026-06-05 22:47:33 +00:00
about.toml notices: resolve license text for base64-simd, vsimd, and rs-consul 2026-06-05 17:53:57 +00:00
build-helper.rs lore-base: allow injectable library version name 2026-06-04 10:25:53 +00:00
Cargo.lock lore-integration-tests: run the storage suite over both transports and solidify the grpc replication tests 2026-08-18 15:09:43 +00:00
Cargo.toml Add an iteration build profile with LTO disabled 2026-08-17 17:26:12 +00:00
clippy.toml lore-base: Shrink the tokio blocking pool to a fixed two-thread vestige and unify the thread count calculations 2026-08-08 15:07:09 +00:00
CODE_OF_CONDUCT.md Initial code copy from private repo 2026-05-29 18:50:20 +00:00
CONTRIBUTING.md Add structured GitHub issue forms and PR template for triage intake 2026-08-18 13:24:10 +00:00
DCO Initial code copy from private repo 2026-05-29 18:50:20 +00:00
deny.toml Initial code copy from private repo 2026-05-29 18:50:20 +00:00
GOVERNANCE.md Add structured GitHub issue forms and PR template for triage intake 2026-08-18 13:24:10 +00:00
LICENSE Initial code copy from private repo 2026-05-29 18:50:20 +00:00
MAINTAINERS.md update MAINTAINERS to propose adding specialist maintainers 2026-06-23 21:51:30 +00:00
mkdocs.yml docs: add content_tabs hook for comment-delimited tabs 2026-06-12 20:50:31 +00:00
pyproject.toml lore-server: Gate missing-fragment push test on server's failure_generator feature via ServerInfo 2026-06-08 18:39:20 +00:00
pyrightconfig.json Initial code copy from private repo 2026-05-29 18:50:20 +00:00
README.md docs: add public roadmap and crosslink to it across the docs 2026-06-17 11:11:32 +00:00
SECURITY.md update SECURITY to include link to Vulnerability Disclosure Program 2026-06-15 15:39:15 +00:00
uv.lock lore-server: Gate missing-fragment push test on server's failure_generator feature via ServerInfo 2026-06-08 18:39:20 +00:00

Lore — open source version control by Epic Games

Lore

Next-generation open source version control

Download Lore  ·  Quickstart  ·  Read the docs  ·  Join the conversation

License: MIT Built with Rust

Table of contents

About Lore

Lore is an open source version control system designed for unprecedented scalability of both data and teams. It is optimized for projects that combine code with large binary assets, including games and entertainment, and caters for the needs of developers and artists alike.

Note

Lore is pre-1.0 and under active development. Interfaces, on-disk formats, and APIs may change between releases.

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Get started with Lore

  • Quickstart — install Lore and make your first commit by following the quickstart guide.
  • Read the docs — delve into Lore's ethos and architecture in the Lore documentation.
  • Have questions? — the FAQ covers licensing, supported platforms, production readiness, and how Lore compares to other version control systems.
  • See where Lore is headed — the roadmap lays out the big-rock features by time horizon, from scalable locking to an open source desktop client.
  • Join the conversation — chat with us and our community on Discord.

Or try it right now — install Lore and start a local server in demo mode:

macOS / Linux

curl -fsSL https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.sh | bash -s -- --demo

Windows (PowerShell)

$env:LORE_DEMO=1; irm https://raw.githubusercontent.com/EpicGames/lore/main/scripts/install.ps1 | iex

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Overview

  • Easy setup, on-demand scalability — Get started in local mode in minutes. Then, scale up as far and as fast as you need.
  • Fast and efficient processes — Scale without slowdowns, thanks to shared, reusable data and as-needed downloads.
  • Free branching — Quickly and easily create, manage, and sync branches to freely experiment, iterate, and release.
  • History you can trust — Confidently track and manage revisions with Lore's verifiable tamper-evident source of truth.
  • Intuitive interface — Enjoy complete one-to-one access to the full Lore functionality via the CLI.
  • Full-surface API — Extend, customize, and integrate Lore via C/C++, C#, Rust, Go, Python, or JavaScript.

Note

Lore is the built-in version control system for UEFN (Unreal Editor for Fortnite), but today's open source tooling can't yet talk to it: the UEFN build uses a proprietary compression format that can't ship with the open source project. We're actively moving UEFN onto an open compression format — the same one this open source project uses — to eliminate the gap between the two.

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Lore's architecture

Lore is a centralized, content-addressed version control system that represents repository state as Merkle trees and an immutable revision chain, optimized for binary-first storage, deduplication, and sparse/on-demand data hydration at scale. For the full model—on-disk formats, chunking internals, and the mechanics of the Merkle tree—read the system design doc.

Highlights

  • Content-addressed storage — Repository data is stored and referenced by content hash in a Merkle tree, enabling fast comparisons, integrity checks, and reuse across history and branches.
  • Immutable revision chain — A revision's hash signature is derived from its revision state, including parent revision hashes and contained data hashes, forming an immutable chain with cryptographic integrity.
  • Chunked storage for large files — Files are stored as reusable chunks with indexed lookup, reducing duplication and enabling efficient updates and transfer for large binary assets.
  • On-demand hydration and sparse workspaces — Workspaces can stay lightweight by fetching file data only when needed, so you don't have to download everything up front.
  • Centralized service with caching — A service-backed architecture uses caching in front of durable storage to scale throughput for large teams and repositories.
  • Lightweight branches and fast switching — Branches are lightweight mutable references, so creating and switching branches is low-overhead without duplication of underlying data.

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Lore's repositories

Lore spans a family of repositories: the core library, server, and CLI in this repository, plus a software development kit (SDK) for each supported language.

Repository Description Link
Lore Library, Server & CLI The core Lore library, the Lore Server, and the Lore CLI. You are here. View on GitHub
JavaScript SDK The JavaScript binding for the Lore API. View on GitHub
Python SDK The Python binding for the Lore API. View on GitHub
C# SDK The C# binding for the Lore API. View on GitHub
Go SDK The Go binding for the Lore API. View on GitHub

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Fully open source

We believe a truly open ecosystem is built collectively using open standards. Lore is fully open source under an MIT license, and we invite you to build the version control system of the future in the open. See CONTRIBUTING.md to get involved.

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Contributing

Contributions of every kind are welcome — code, documentation, bug reports, and reviews. Start with CONTRIBUTING.md for the development workflow, then read the Code of Conduct and the project governance model. New to the codebase? The good-first-issue label is a good place to start.

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License

Lore is released under the MIT License. See LICENSE for the full text. Copyright (c) 2026 Epic Games, Inc.

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Contact and community

  • Discord — chat with the team and community on Discord.
  • GitHub Issues — report bugs and request features through GitHub Issues.

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