CultLib/README.md
Meta Vens 0bfc85a4f2 JSON backing store, I/O fixes, Networking Security
Introduced Newtonsoft.Json-backed persistence.
Improved backing-store reliability and serialization across the caching stack.
Improved networking security posture.

Key changes:
- Add new GameCult.Caching.NewtonsoftJson project with SingleFile/MultiFile backing stores and polymorphic known-type envelopes.
- Add MessagePack helper serialization (DatabaseEntrySerialization) and update MessagePack backing stores to use the shared options/resolver; add DatabaseLink formatter and generator/analyzer docs.
- Update CultLib.sln to include the new projects and new caching tests project.
- Improve CultCache persistence behavior: track pending store operations, wait for operations on PullAll, and centralize async push handling with error logging.
- Harden file I/O in multi-file/single-file stores: atomic temp-file writes, safe Replace/Move semantics, rename-safe deletes, and improved file-watcher subscription and debounce disposal.
- Add README files and documentation for several subprojects and packaging projects.

These changes add JSON persistence support, improve serialization consistency, and make on-disk operations more robust and observable.
2026-04-18 13:01:24 +01:00

226 lines
7.2 KiB
Markdown

# CultLib
CultLib is a set of reusable C# libraries for game backends, game-adjacent services, and Unity-integrated tooling.
The libraries cover three main areas:
- logging primitives and implementations
- a typed in-memory cache with pluggable persistence
- LiteNetLib-based networking with encrypted credential exchange and signed session tokens
## Repository Scope
The solution includes:
- `GameCult.Logging`: common logging abstraction plus console and file implementations
- `GameCult.Caching`: `DatabaseEntry`-based cache, indexes, global entries, and backing-store abstractions
- `GameCult.Caching.MessagePack`: MessagePack-backed persistence for the cache
- `GameCult.Caching.NewtonsoftJson`: Newtonsoft.Json-backed persistence for the cache
- `GameCult.Caching.MessagePack.Generator`: source generator for MessagePack formatters for cache models
- `GameCult.Caching.MessagePack.Analyzers`: packaging project that delivers the generator to consuming projects
- `GameCult.Networking`: encrypted login/register/verify flows and message dispatch over LiteNetLib
- `GameCult.Caching.Tests`: NUnit tests for cache and backing-store behavior
- `GameCult.Networking.Tests`: NUnit tests for networking behavior
- `GameCult.Unity`: Unity-side project and integrations used with the runtime libraries
## Repository Layout
```text
src/
GameCult.Logging/
GameCult.Caching/
GameCult.Caching.MessagePack/
GameCult.Caching.NewtonsoftJson/
GameCult.Caching.MessagePack.Generator/
GameCult.Caching.MessagePack.Analyzers/
GameCult.Networking/
GameCult.Unity/
tests/
GameCult.Caching.Tests/
GameCult.Networking.Tests/
```
## Build
```powershell
dotnet build CultLib.sln
```
## Test
```powershell
dotnet test CultLib.sln
```
## Common Concepts
### `DatabaseEntry`
The cache-centric libraries revolve around `DatabaseEntry`. Every entry has a stable `Guid` identifier and can optionally:
- expose a human-readable name through `INamedEntry`
- participate in generic indexes registered at runtime
- be treated as a global singleton entry through `GlobalSettingsAttribute`
Typical entry shape:
```csharp
using GameCult.Caching;
public class ItemData : DatabaseEntry, INamedEntry
{
public string Name = string.Empty;
public int Value;
public string EntryName
{
get => Name;
set => Name = value;
}
}
```
### `CultCache` and Backing Stores
`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.
- the cache is the query surface
- backing stores are persistence adapters
- indexes and name maps are maintained inside the cache, not inside the store
### Important: Multiple Backing Stores
When multiple backing stores are added, behavior depends on how they are registered.
If a store is added with domain types:
```csharp
cache.AddBackingStore(playerStore, typeof(PlayerData));
cache.AddBackingStore(settingsStore, typeof(AppSettings));
```
then that store becomes the direct persistence target for those types.
If a store is added without domain types:
```csharp
cache.AddBackingStore(primaryStore);
cache.AddBackingStore(mirrorStore);
```
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.
Implications:
- order matters for generic stores
- `AddAsync` writes to the type-specific store when one exists
- otherwise `AddAsync` writes to the first generic store
- later generic stores do not become co-primaries; they mirror earlier stores
- `PullAllBackingStoresAsync` pulls from every registered store
Recommended patterns:
- use one generic primary store if you want simple persistence
- use domain-specific stores when different entry types belong in different persistence layers
- treat additional generic stores as mirrors or downstream replicas, not independent write targets
## Example: Cache + Networking
```csharp
using GameCult.Caching;
using GameCult.Logging;
using GameCult.Networking;
var cache = new CultCache
{
Logger = new ConsoleLogger()
};
var server = new Server(cache)
{
Logger = new ConsoleLogger()
};
server.Start();
```
## Secrets and Runtime Configuration
`GameCult.Networking` uses two pieces of deployment configuration:
- `GAMECULT_CONNECTION_KEY`
- `GAMECULT_SESSION_SIGNING_SECRET`
Production guidance:
- set both values before starting the server
- treat `GAMECULT_CONNECTION_KEY` as shared client/server protocol configuration
- treat `GAMECULT_SESSION_SIGNING_SECRET` as a server-only secret
- generate high-entropy random values and store the server-side value in your platform's secret store
- do not rely on local-development defaults in production
- partial configuration is rejected at startup
Recommended value format:
- at least 32 random bytes per value
- encode as Base64 or Base64Url if you want a portable text representation
Example secret generation in PowerShell:
```powershell
[Convert]::ToBase64String((1..32 | ForEach-Object { Get-Random -Maximum 256 }))
```
Typical production setup patterns:
- 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
- ship the matching `GAMECULT_CONNECTION_KEY` to the client through a build-generated config asset, code-generated constants, or another explicit client configuration mechanism
- scope them per environment so development, staging, and production do not share values
- rotate `GAMECULT_SESSION_SIGNING_SECRET` operationally
- treat `GAMECULT_CONNECTION_KEY` as versioned protocol config; changing it requires a coordinated client/server rollout
Example server startup with strict environment validation:
```csharp
using GameCult.Caching;
using GameCult.Networking;
var cache = new CultCache();
var security = ServerSecurityOptions.FromEnvironment();
var server = new Server(cache, security);
```
Example local-development server startup:
```csharp
using GameCult.Caching;
using GameCult.Networking;
var cache = new CultCache();
var security = ServerSecurityOptions.Development();
var server = new Server(cache, security);
```
Example shipped-client startup with explicit client configuration:
```csharp
using GameCult.Networking;
var security = new ClientSecurityOptions("<matching-connection-key>");
var client = new Client(security);
```
## Project Docs
Each subproject has a local README with package-specific detail:
- [GameCult.Logging](src/GameCult.Logging/README.md)
- [GameCult.Caching](src/GameCult.Caching/README.md)
- [GameCult.Caching.MessagePack](src/GameCult.Caching.MessagePack/README.md)
- [GameCult.Caching.NewtonsoftJson](src/GameCult.Caching.NewtonsoftJson/README.md)
- [GameCult.Caching.MessagePack.Generator](src/GameCult.Caching.MessagePack.Generator/README.md)
- [GameCult.Caching.MessagePack.Analyzers](src/GameCult.Caching.MessagePack.Analyzers/README.md)
- [GameCult.Networking](src/GameCult.Networking/README.md)
- [GameCult.Unity](src/GameCult.Unity/README.md)
- [GameCult.Caching.Tests](tests/GameCult.Caching.Tests/README.md)
- [GameCult.Networking.Tests](tests/GameCult.Networking.Tests/README.md)