376 lines
17 KiB
Markdown
376 lines
17 KiB
Markdown
# CultLib
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CultLib is GameCult's shared state, transport, and runtime substrate. It started
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as reusable C# game infrastructure, but the useful thing now is larger: typed
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`.cc` persistence, schema-stable wire formats, ergonomic reliable-UDP
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networking, distributed database sync, simulation witness consensus, streaming
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surfaces, and UI/runtime affordances that can be used from C#, TypeScript, Rust,
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Python, and Kotlin without each runtime inventing its own local folklore.
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The stack is less a single product than a set of capabilities:
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- logging primitives and implementations
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- CultCache typed documents, `.cc` persistence, and SoA memory access
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- CultNet schema-v0 messages over TCP and LiteNetLib adapters, a bounded
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ASP.NET Core WebSocket host adapter, and CultLib's native cross-runtime RUDP
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pipe
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- CultMesh distributed realtime database, Verse discovery, authority leases,
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shard replication, and witness-authoritative simulation consensus
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- typed geometry domain/chunk documents for distributed CSG and LOD streaming
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- low-latency stream catalogs and frame-handle negotiation for media, tensors,
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and runtime-native buffers
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- Eve/CultUI daemon-published surfaces that lower into GUI, TUI, web, native,
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overlay, or agent-facing clients
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- declarative Unity UI composition and reflective runtime inspector tooling
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The practical pitch: a runtime can persist typed state, exchange it with peers,
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discover compatible schemas, join a Verse, publish observations, reconcile
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canonical state, and expose an operator surface without translating through a
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bespoke JSON bridge at every boundary. A frontend is just another CultMesh
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client: the daemon publishes a typed Eve/CultUI surface, and any compatible
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runtime can lower that surface where it needs to live.
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## Entry Points
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- C# reference runtime: `src/` (`GameCult.Caching`, `GameCult.Networking`,
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`GameCult.Mesh`, `GameCult.Geometry`, `GameCult.Unity`). Build and test with
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`dotnet build CultLib.sln` and `dotnet test CultLib.sln`.
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- Other runtimes, wire-compatible with the C# CultCache: `packages/cultcache-ts`,
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`cultcache-py`, `cultcache-rs`, and the CultNet and CultMesh packages beside
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them under `packages/`; portable math in `packages/cultmath`.
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- Smallest working path: `src/GameCult.Mesh/docs/durable-node-quickstart.md`.
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Application path: `src/GameCult.Mesh/docs/getting-started/README.md` and
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`samples/eve-two-runtime`.
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## Live And Planned
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Live: typed CultCache persistence, CultNet schema-v0 transports and native RUDP,
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CultMesh nodes with Verse discovery, shard replication and authority leases,
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the geometry documents, and CultUI for Unity. The browser client boundary
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(`packages/cultmesh-browser`, `GameCult.Networking.WebSockets`) is proven on
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loopback under an explicit `local-development` trust policy by
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`samples/eve-browser-network`.
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Planned: a complete public Verse proof over deployed infrastructure; the
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remaining gates are listed in `src/GameCult.Mesh/docs/browser-verse-transport.md`.
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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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| Portable math | `GameCult.Math` / CultMath | Shader-shaped numeric primitives, deterministic random, noise, and CPU/GPU parity helpers | Shared simulation and geometry code must not depend on an engine's math or RNG types | Domain-specific geometry, rendering, or world authority |
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| Procedural geometry | `GameCult.Geometry` / CultGeometry | Isosurface extraction plus CultCache-native domains, LOD requests, selected cuts, and mesh artifacts | C#, Rust, Godot, or remote workers need shared geometry algorithms and typed results | Transport policy, peer discovery, or gameplay authority |
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| Network transport and database plumbing | `GameCult.Networking` / CultNet | Native RUDP sessions, LiteNetLib/TCP adapters, an authenticated WebSocket host adapter, schema-v0 wire contracts, shard authority, raw document replication, snapshots, and subscriptions | You need a client/server pipe, login/session flow, schema discovery, reliable UDP, 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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| Daemon-published UI | Eve / CultUI | Typed operator and user-facing surfaces over CultMesh state | A daemon should expose controls, inspection, or workflow UI that can lower into GUI, TUI, web, native, overlay, or agent clients | One-off vendor dashboards, untyped debug panels, or runtime-local UI that cannot travel with the daemon |
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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.Math when the problem is "which portable numeric and random
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semantics do these runtimes share?"
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- Choose GameCult.Geometry when the problem is "how do geometry workers build
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and share engine-neutral geometry?"
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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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- Choose Eve/CultUI when the problem is "how does this daemon publish its own
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operable surface instead of waiting for a hosted admin console?"
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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 to build an application rather than tour the component drawer,
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start with the maintained
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[`CultMesh And Eve Getting Started`](src/GameCult.Mesh/docs/getting-started/README.md)
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series. Its first executable package-consumer checkpoint is
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[`samples/eve-two-runtime`](samples/eve-two-runtime/README.md).
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The real-process browser continuation is
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[`samples/eve-browser-network`](samples/eve-browser-network/README.md).
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One documented command runs both layers:
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```powershell
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pwsh -File ./scripts/verify-eve-getting-started.ps1
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```
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The implemented browser client boundary and remaining deployed-infrastructure
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gates are mapped explicitly in
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[`browser-verse-transport.md`](src/GameCult.Mesh/docs/browser-verse-transport.md).
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If you want only the smallest durable "open node -> put typed doc -> get typed doc"
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path, use
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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.Math` / CultMath: portable numeric primitives, deterministic random, noise, and shader-parity helpers
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- `GameCult.Geometry` / CultGeometry: engine-neutral geometry algorithms plus CultCache-native domain, selected-cut, and mesh artifact documents
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- `GameCult.Networking`: encrypted login/register/verify flows, schema-v0 contracts, transport adapters, and native RUDP sessions
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- `GameCult.Networking.WebSockets`: bounded ASP.NET Core binary WebSocket host adapter for browser CultMesh clients
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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/cultmesh-browser`: browser-safe, read-only CultMesh document leases and typed operations over an Odin-resolved WebSocket route
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- `packages/cultcache-py`: Python CultCache with CultCache v1 wire parity
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- `packages/cultnet-py`: Python CultNet contracts, framing, RUDP transport, replication, and interop peer
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- `packages/cultmesh-py`: Python CultMesh local node, discovery, sessions, local server, and daemon
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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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- `packages/cultmesh-kotlin`: Kotlin/JVM CultMesh and CultNet surface for Android-adjacent runtimes
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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.Geometry/
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GameCult.Networking/
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GameCult.Networking.WebSockets/
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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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cultmath/
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cultcache-ts/
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cultnet-ts/
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cultmesh-ts/
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cultmesh-browser/
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cultmesh-kotlin/
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cultcache-py/
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cultnet-py/
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cultmesh-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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npm test --workspace packages/cultmesh-browser
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```
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Measured reactive, retained-session, and shared-memory hot-body gates:
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```powershell
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pwsh -File ./scripts/measure-reactive-document-performance.ps1 -Quick
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pwsh -File ./scripts/verify-eve-getting-started.ps1
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```
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The first command measures the same 16 KiB document workload in C#,
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TypeScript, and Python and includes a mapped hot-body probe with explicit copy
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telemetry on Windows named maps and Unix file-backed maps. The second includes
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10,000 real WebSocket operations on one retained
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identity-owned C# session after provider route replacement.
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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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Kotlin package build:
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```powershell
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.\packages\cultmesh-kotlin\build.ps1
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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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### Multiple Backing Stores
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Every document type has exactly one home store. There are no mirrors.
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```csharp
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cache.AddBackingStore(catalogStore, typeof(ItemData), typeof(Faction));
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cache.AddBackingStore(runStore, typeof(SavedGame));
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```
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- the home is chosen by the document's runtime type: the most derived routed type wins, otherwise the untyped store
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- at most one untyped store; a type claimed by two stores is an error
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- a write with no home is an error once any store is attached
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- attaching a store reads it; attach routed stores first and the untyped store (if any) last, because a record's home cannot move after it is loaded
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- loading never writes: opening and flushing without a mutation leaves every file byte-identical
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- a read-only store refuses writes and is skipped by flush
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The contract is `src/GameCult.Caching/Contracts/cultcache-store-composition.md`. Until the C# cache implements it, `AddBackingStore` takes no home types and every attached store receives every record; attach one store per cache.
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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.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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