CultLib/src/GameCult.Networking/README.md
2026-05-06 11:50:10 +01:00

8 KiB

GameCult.Networking

GameCult.Networking provides client/server messaging over LiteNetLib with encrypted credential exchange and signed session tokens.

It is intended for game or game-service scenarios where you want a compact transport layer with a small set of built-in authentication flows rather than a full HTTP stack.

The networking/auth layer is the durable organ. Some payloads in this repo are just sample application messages riding that organ.

Scope

The library currently includes:

  • a shared message contract model
  • a client wrapper around LiteNetLib
  • a server wrapper around LiteNetLib
  • encrypted login, register, and verify flows
  • signed session-token generation and validation
  • PlayerData integration with CultCache
  • explicit schema discovery for shared contracts
  • a raw MessagePack document/snapshot lane for bit-compatible neighbors
  • sample application payloads under Samples/

The library is focused on the built-in authentication and session flows in this repository.

Keep the distinction clean:

  • auth/session semantics belong to the core library
  • application payload contracts should be explicit, versioned, and kept in sync across runtimes
  • runtimes should be able to ask each other which schemas they speak before pretending a shared pipe implies shared understanding
  • if multiple apps share a message contract, they should be able to talk directly without bespoke translation sludge

Wire Contracts

GameCult.Networking now speaks two explicit wire contracts:

  • gamecult.networking.v0
    • the legacy union-based auth/session/sample message surface
  • cultnet.schema.v0
    • the newer schema-first contract family for discovery, raw document puts, raw snapshot replication, and cross-runtime shared-state work

There is no inbound autodetect priesthood here. Pick the contract on purpose, keep the schema stable, and let peers discover what they can exchange before they start lobbing bytes at each other.

Modern schema-v0 helpers live in:

  • CultNetSchemaMessageSerialization
  • CultNetSchemaRegistry
  • CultNetDocumentRegistry
  • NetPeerExtensions.SendCultNet(...)

Main Types

  • Message: base type for all wire messages
  • Client: client connection, dispatch, reconnect, and login/register helpers
  • Server: server dispatch, auth flow handling, rate limiting, and session refresh
  • Secret: encryption and signed-token helper methods
  • PlayerData: cache-backed player record type

Sample payloads:

  • ChangeNameMessage
  • ChatMessage
  • SchemaCatalogRequestMessage
  • SchemaCatalogResponseMessage

Those now live under Samples/ to make it obvious they are example application messages, not the entire meaning of the library.

Schema-v0 message families include:

  • CultNetHelloMessage
  • CultNetSchemaCatalogRequestMessage
  • CultNetSchemaCatalogResponseMessage
  • CultNetDocumentPutRawMessage
  • CultNetDocumentDeleteMessage
  • CultNetSnapshotRequestMessage
  • CultNetSnapshotResponseRawMessage

The raw document/snapshot lane is meant for neighbors that already share the same payload schema and MessagePack semantics. It carries exact payload bytes plus explicit type metadata; it does not guess what a blob "probably" means.

Authentication Model

The built-in flow is:

  1. client connects with the shared LiteNetLib connection key
  2. credentials are encrypted with AES-GCM using a per-message nonce
  3. server validates credentials and issues a signed session token
  4. client stores the encrypted session token and can send VerifyMessage on reconnect
  5. server validates the token and re-establishes the session

The session token is signed and validated by the server.

Runtime Secrets

GameCult.Networking uses:

  • GAMECULT_CONNECTION_KEY
  • GAMECULT_SESSION_SIGNING_SECRET

Production requirements:

  • set both before constructing Server without explicit ServerSecurityOptions
  • use high-entropy random values, not human-memorable strings
  • keep GAMECULT_SESSION_SIGNING_SECRET in your deployment platform's secret store rather than in source control or appsettings checked into the repo
  • distribute GAMECULT_CONNECTION_KEY to clients through your build or asset pipeline, not through runtime environment variables on shipped clients
  • partial configuration is rejected by ServerSecurityOptions.FromEnvironment()

Recommended format:

  • 32 or more random bytes per value
  • store as Base64/Base64Url text if needed

Example PowerShell generation:

[Convert]::ToBase64String((1..32 | ForEach-Object { Get-Random -Maximum 256 }))

Example environment assignment in PowerShell:

$env:GAMECULT_CONNECTION_KEY = "<random-base64-value>"
$env:GAMECULT_SESSION_SIGNING_SECRET = "<different-random-base64-value>"

Deployment model:

  • the client and server must share the same GAMECULT_CONNECTION_KEY
  • the server alone needs GAMECULT_SESSION_SIGNING_SECRET
  • GAMECULT_CONNECTION_KEY is shared protocol configuration, not a server-only secret
  • rotating GAMECULT_CONNECTION_KEY requires a coordinated client/server rollout or multi-key server support during migration
  • GAMECULT_SESSION_SIGNING_SECRET can be rotated server-side with the usual session invalidation tradeoffs

Strict production-style configuration:

using GameCult.Caching;
using GameCult.Networking;

var cache = new CultCache();
var security = ServerSecurityOptions.FromEnvironment();
var server = new Server(cache, security);

Explicit local-development server configuration:

using GameCult.Caching;
using GameCult.Networking;

var cache = new CultCache();
var security = ServerSecurityOptions.Development();
var server = new Server(cache, security);

Explicit client configuration:

using GameCult.Networking;

var security = new ClientSecurityOptions("<matching-connection-key>");
var client = new Client(security);

Use ServerSecurityOptions.Development() only for local development and tests. Client does not read environment variables.

Basic Server Usage

using GameCult.Caching;
using GameCult.Logging;
using GameCult.Networking;

var cache = new CultCache();
var server = new Server(cache)
{
    Logger = new ConsoleLogger()
};

server.AddMessageListener<ChatMessage>(message =>
{
    server.Logger.LogInfo($"Chat: {message.Text}");
});

server.Start();

Basic Client Usage

using GameCult.Logging;
using GameCult.Networking;

var client = new Client(new ClientSecurityOptions("<matching-connection-key>"))
{
    Logger = new ConsoleLogger()
};

client.OnError += error => client.Logger.LogError($"Client error: {error}");
client.AddMessageListener<ChatMessage>(message => client.Logger.LogInfo($"Chat: {message.Text}"));

client.Connect("localhost", 3075);
client.Login("user@example.com", "correct horse battery staple");

Reconnect Behavior

The client:

  • disposes its prior polling subscription before reconnecting
  • stops the prior NetManager
  • schedules reconnect with a short delay
  • automatically re-verifies using the stored signed session token

Important Constraints

  • Server currently centers on PlayerData as the built-in account model.
  • Message authorization is based on the built-in verify/login/register flow.
  • Transport is LiteNetLib, so this is not a drop-in substitute for HTTP or WebSocket stacks.

Message Example

Messages derive from Message and are MessagePack-serializable:

using GameCult.Networking;
using MessagePack;

[MessagePackObject]
public class CustomPingMessage : Message
{
    [Key(0)] public string Value = string.Empty;
}

If you extend the built-in message set, update the union and serialization model accordingly.

If you want cross-runtime compatibility with TypeScript, Rust, Python, or anything else, treat message tags and field keys like CultCache schema:

  • explicit
  • stable
  • shared
  • boring in exactly the useful way

For the newer schema-v0 lane, the equivalent rule is:

  • keep canonical JSON Schema files in sync
  • keep payload codecs in sync
  • advertise supported contracts through schema discovery
  • do not rely on implicit runtime magic to decide what a peer meant