305 lines
13 KiB
Markdown
305 lines
13 KiB
Markdown
# CultLib
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CultLib is a set of reusable C# libraries for game backends, game-adjacent services, and Unity-integrated tooling, including a declarative runtime UI composition framework for Unity.
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The libraries cover three main areas:
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- logging primitives and implementations
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- a typed in-memory cache with pluggable persistence
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- LiteNetLib-based networking with encrypted credential exchange and signed session tokens
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- CultMesh distributed realtime database and simulation-consensus primitives
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- typed geometry domain/chunk documents for distributed CSG and LOD streaming
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- declarative Unity UI composition and reflective runtime inspector tooling
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## Which Package Do I Want?
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If the job is shared game state, start here before inventing a fourth drawer
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and pretending the label makes it furniture.
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| Job | Start With | Owns | Use When | Do Not Use It For |
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| --- | --- | --- | --- | --- |
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| Local typed state | `GameCult.Caching` / CultCache | Document identity, schema compatibility, record keys, indexes, globals, and local persistence | You need a typed cache, file-compatible save data, local reactive reads, or a stable domain document model | Peer discovery, transport security, shard routing, or mesh consensus |
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| Procedural geometry state | `GameCult.Geometry` | CultCache-native domain trees, LOD build requests, selected-cut diagnostics, and chunk artifact payloads | Rust, Unity, or remote workers need to share CSG/LOD geometry and graph metadata as typed state | Transport policy, peer discovery, or gameplay authority |
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| Network transport and database plumbing | `GameCult.Networking` / CultNet | LiteNetLib transport, authentication, schema-v0 wire contracts, shard authority, raw document replication, snapshots, and subscriptions | You need a client/server pipe, login/session flow, schema discovery, or a low-level distributed CultCache lane | Gameplay-facing mesh ergonomics, Verse policy, mod branches, or simulation consensus composition |
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| Distributed realtime gameplay state | `GameCult.Mesh` / CultMesh | Public mesh entrypoints, Verse discovery, peer exchange, shard replication defaults, authority leases, client prediction, and witness consensus | You want the game to treat clients and servers as one reactive database for persistent state, input state, and simulation facts | A tiny local-only tool, a bare transport client, or a storage format contract |
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| Realtime media/frame streams | `GameCult.Mesh` / CultMesh streaming mode | Stream identity, authority, clock metadata, body transport negotiation, frame cursors, and backpressure state | Audio/video/tensor frames need to move between runtimes through shared memory, GPU handles, platform buffers, or CultCache page refs | Durable document mutation, mesh consensus facts, or pretending inline bytes are zero-copy |
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Quick rule:
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- Choose CultCache when the problem is "how do I model and persist typed state?"
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- Choose GameCult.Geometry when the problem is "how do geometry workers share
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domain trees, LOD build requests, and mesh chunks as typed state?"
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- Choose CultNet when the problem is "how do peers exchange authenticated,
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schema-aware database messages?"
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- Choose CultMesh when the problem is "how does a game join a Verse and share
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realtime state across a mesh?"
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- Choose CultMesh streaming mode when the problem is "how do these runtimes move
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audio/video frames while the mesh owns identity, clocks, cursors, and pressure?"
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CultMesh sits on CultNet, and CultNet distributes CultCache documents. That is
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the stack. If a design needs another peer-to-peer category, first check whether
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it is really Verse policy, peer exchange, or shard authority wearing a fake
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mustache.
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If you want the smallest durable "open node -> put typed doc -> get typed doc"
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path, start with
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[`src/GameCult.Mesh/docs/durable-node-quickstart.md`](src/GameCult.Mesh/docs/durable-node-quickstart.md).
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If you want the lower-level "typed local document -> raw wire document ->
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mesh/runtime watch surface" handoff, follow it with
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[`src/GameCult.Mesh/docs/typed-document-path.md`](src/GameCult.Mesh/docs/typed-document-path.md).
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## Repository Scope
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The solution includes:
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- `GameCult.Logging`: common logging abstraction plus console and file implementations
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- `GameCult.Caching`: `DatabaseEntry`-based cache, indexes, global entries, and backing-store abstractions
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- `GameCult.Caching.MessagePack`: MessagePack-backed persistence for the cache
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- `GameCult.Caching.NewtonsoftJson`: Newtonsoft.Json-backed persistence for the cache
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- `GameCult.Caching.MessagePack.Generator`: source generator for MessagePack formatters for cache models
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- `GameCult.Caching.MessagePack.Analyzers`: packaging project that delivers the generator to consuming projects
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- `GameCult.Geometry`: CultCache-native geometry domain, selected-cut, and chunk artifact documents for VibeGeometry/Fensalir-style pipelines
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- `GameCult.Networking`: encrypted login/register/verify flows and message dispatch over LiteNetLib
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- `GameCult.Mesh`: CultMesh package home for distributed realtime database, shard replication, client prediction, Verse discovery, and mesh witness consensus
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- `GameCult.Caching.Tests`: NUnit tests for cache and backing-store behavior
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- `GameCult.Networking.Tests`: NUnit tests for networking behavior
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- `GameCult.Unity`: CultUI, a Unity runtime UI composition framework with reflective inspector generation, prefab-backed field resolvers, reusable controls, and a demo project packaged for UPM-style consumption
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- `packages/cultcache-ts`: TypeScript CultCache with MessagePack persistence and inspector tooling
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- `packages/cultnet-ts`: TypeScript CultNet schema-v0 contracts, framing, discovery, raw document replication, and interop tests
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- `packages/cultmesh-ts`: TypeScript CultMesh local node and mesh catalog surface for local runtimes such as VoidBot
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- `packages/cultcache-py`: Python CultCache/CultNet/CultMesh package with CultCache v1 wire parity
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- `packages/cultcache-rs`: Rust CultCache and derive macro
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- `packages/cultnet-rs`: Rust CultNet contracts, framing, discovery, and interop peer
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## Repository Layout
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```text
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package.json
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src/
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GameCult.Logging/
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GameCult.Caching/
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GameCult.Caching.MessagePack/
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GameCult.Caching.NewtonsoftJson/
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GameCult.Caching.MessagePack.Generator/
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GameCult.Caching.MessagePack.Analyzers/
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GameCult.Geometry/
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GameCult.Networking/
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GameCult.Mesh/
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GameCult.Unity/
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tests/
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GameCult.Caching.Tests/
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GameCult.Geometry.Tests/
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GameCult.Networking.Tests/
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packages/
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cultcache-ts/
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cultnet-ts/
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cultmesh-ts/
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cultcache-py/
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cultcache-rs/
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cultnet-rs/
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```
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## Build
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```powershell
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dotnet build CultLib.sln
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```
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## Test
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```powershell
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dotnet test CultLib.sln
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```
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TypeScript package tests:
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```powershell
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npm test --workspace packages/cultcache-ts
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npm test --workspace packages/cultnet-ts
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npm run test:interop --workspace packages/cultnet-ts
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npm test --workspace packages/cultmesh-ts
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```
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Rust package tests:
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```powershell
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cargo test --manifest-path packages/cultcache-rs/Cargo.toml
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cargo test --manifest-path packages/cultnet-rs/Cargo.toml
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```
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## Common Concepts
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### `DatabaseEntry`
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The cache-centric libraries revolve around `DatabaseEntry`. Every entry has a stable `Guid` identifier and can optionally:
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- expose a human-readable name through `INamedEntry`
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- participate in generic indexes registered at runtime
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- be treated as a global singleton entry through `GlobalSettingsAttribute`
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Typical entry shape:
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```csharp
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using GameCult.Caching;
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public class ItemData : DatabaseEntry, INamedEntry
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{
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public string Name = string.Empty;
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public int Value;
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public string EntryName
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{
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get => Name;
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set => Name = value;
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}
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}
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```
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### `CultCache` and Backing Stores
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`CultCache` is an in-memory index over `DatabaseEntry` objects. It can operate entirely in memory, or it can be attached to one or more backing stores for persistence and synchronization.
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- the cache is the query surface
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- backing stores are persistence adapters
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- indexes and name maps are maintained inside the cache, not inside the store
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### Important: Multiple Backing Stores
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When multiple backing stores are added, behavior depends on how they are registered.
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If a store is added with domain types:
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```csharp
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cache.AddBackingStore(playerStore, typeof(PlayerData));
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cache.AddBackingStore(settingsStore, typeof(AppSettings));
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```
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then that store becomes the direct persistence target for those types.
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If a store is added without domain types:
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```csharp
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cache.AddBackingStore(primaryStore);
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cache.AddBackingStore(mirrorStore);
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```
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then the first generic store acts as the primary writable store for non-domain-specific entries. Additional generic stores subscribe to the existing stores and mirror their change events.
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Implications:
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- order matters for generic stores
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- `AddAsync` writes to the type-specific store when one exists
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- otherwise `AddAsync` writes to the first generic store
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- later generic stores do not become co-primaries; they mirror earlier stores
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- `PullAllBackingStoresAsync` pulls from every registered store
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Recommended patterns:
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- use one generic primary store if you want simple persistence
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- use domain-specific stores when different entry types belong in different persistence layers
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- treat additional generic stores as mirrors or downstream replicas, not independent write targets
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## Example: Cache + Networking
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```csharp
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using GameCult.Caching;
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using GameCult.Logging;
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using GameCult.Networking;
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var cache = new CultCache
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{
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Logger = new ConsoleLogger()
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};
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var server = new Server(cache)
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{
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Logger = new ConsoleLogger()
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};
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server.Start();
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```
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## Secrets and Runtime Configuration
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`GameCult.Networking` uses two pieces of deployment configuration:
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- `GAMECULT_CONNECTION_KEY`
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- `GAMECULT_SESSION_SIGNING_SECRET`
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Production guidance:
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- set both values before starting the server
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- treat `GAMECULT_CONNECTION_KEY` as shared client/server protocol configuration
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- treat `GAMECULT_SESSION_SIGNING_SECRET` as a server-only secret
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- generate high-entropy random values and store the server-side value in your platform's secret store
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- do not rely on local-development defaults in production
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- partial configuration is rejected at startup
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Recommended value format:
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- at least 32 random bytes per value
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- encode as Base64 or Base64Url if you want a portable text representation
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Example secret generation in PowerShell:
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```powershell
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[Convert]::ToBase64String((1..32 | ForEach-Object { Get-Random -Maximum 256 }))
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```
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Typical production setup patterns:
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- inject `GAMECULT_SESSION_SIGNING_SECRET` and the server copy of `GAMECULT_CONNECTION_KEY` as environment variables from Docker secrets, Kubernetes secrets, systemd environment files, or your cloud secret manager
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- ship the matching `GAMECULT_CONNECTION_KEY` to the client through a build-generated config asset, code-generated constants, or another explicit client configuration mechanism
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- scope them per environment so development, staging, and production do not share values
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- rotate `GAMECULT_SESSION_SIGNING_SECRET` operationally
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- treat `GAMECULT_CONNECTION_KEY` as versioned protocol config; changing it requires a coordinated client/server rollout
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Example server startup with strict environment validation:
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```csharp
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using GameCult.Caching;
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using GameCult.Networking;
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var cache = new CultCache();
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var security = ServerSecurityOptions.FromEnvironment();
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var server = new Server(cache, security);
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```
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Example local-development server startup:
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```csharp
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using GameCult.Caching;
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using GameCult.Networking;
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var cache = new CultCache();
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var security = ServerSecurityOptions.Development();
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var server = new Server(cache, security);
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```
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Example shipped-client startup with explicit client configuration:
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```csharp
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using GameCult.Networking;
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var security = new ClientSecurityOptions("<matching-connection-key>");
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var client = new Client(security);
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```
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## Project Docs
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Each subproject has a local README with package-specific detail:
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- [GameCult.Logging](src/GameCult.Logging/README.md)
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- [GameCult.Caching](src/GameCult.Caching/README.md)
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- [GameCult.Caching.MessagePack](src/GameCult.Caching.MessagePack/README.md)
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- [GameCult.Caching.NewtonsoftJson](src/GameCult.Caching.NewtonsoftJson/README.md)
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- [GameCult.Caching.MessagePack.Generator](src/GameCult.Caching.MessagePack.Generator/README.md)
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- [GameCult.Caching.MessagePack.Analyzers](src/GameCult.Caching.MessagePack.Analyzers/README.md)
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- [GameCult.Geometry](src/GameCult.Geometry/README.md)
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- [GameCult.Networking](src/GameCult.Networking/README.md)
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- [GameCult.Mesh](src/GameCult.Mesh/README.md)
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- [Durable Node Quickstart](src/GameCult.Mesh/docs/durable-node-quickstart.md)
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- [Typed Document Path](src/GameCult.Mesh/docs/typed-document-path.md)
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- [GameCult.Unity](src/GameCult.Unity/README.md)
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- [GameCult.Caching.Tests](tests/GameCult.Caching.Tests/README.md)
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- [GameCult.Networking.Tests](tests/GameCult.Networking.Tests/README.md)
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