| Filename | Latest commit message | Latest commit date |
|---|---|---|
| .. | ||
| docs | ||
| CultMesh.cs | ||
| CultMeshAuthority.cs | ||
| CultMeshAuthorityProof.cs | ||
| CultMeshBodies.cs | ||
| CultMeshBodyDemand.cs | ||
| CultMeshBodyPublications.cs | ||
| CultMeshBodySessions.cs | ||
| CultMeshCdn.cs | ||
| CultMeshClient.cs | ||
| CultMeshContentSessions.cs | ||
| CultMeshContentTransfer.cs | ||
| CultMeshContentTransports.cs | ||
| CultMeshDiscoveryService.cs | ||
| CultMeshDocumentRegistries.cs | ||
| CultMeshEntityPrefabs.cs | ||
| CultMeshFrameBodies.cs | ||
| CultMeshGameSession.cs | ||
| CultMeshHttpsContentTransport.cs | ||
| CultMeshOperationInvocationRecordFormatter.cs | ||
| CultMeshPeerExchange.cs | ||
| CultMeshPrimitives.cs | ||
| CultMeshProviderSessionWire.cs | ||
| CultMeshRealtimeTransports.cs | ||
| CultMeshRealtimeWireProtocol.cs | ||
| CultMeshReliabilityDiagnostics.cs | ||
| CultMeshRouteRecordFormatter.cs | ||
| CultMeshSessionIdentity.cs | ||
| CultMeshSessions.cs | ||
| CultMeshSimulationFacts.cs | ||
| CultMeshSingleFileDocuments.cs | ||
| CultMeshSnapshots.cs | ||
| CultMeshStreaming.cs | ||
| CultMeshTcpContentTransport.cs | ||
| CultMeshVerse.cs | ||
| CultMeshVerseDiscovery.cs | ||
| GameCult.Mesh.csproj | ||
| README.md | ||
CultMesh
CultMesh is the distributed realtime database and simulation-consensus layer for
GameCult projects. The NuGet package and assembly are named GameCult.Mesh;
the public surface is branded as CultMesh.
CultMesh sits over:
GameCult.Cachingfor typed domain documents, local indexes, persistence, and file-compatible cache storage.GameCult.Networkingfor CultNet schema-v0 wire messages, native RUDP, transport adapters, and secure client/server sessions.
The intent is direct: a game can treat a mesh of clients and servers as one reactive database for persistent state, prediction-friendly input state, and simulation observations.
First Node
using GameCult.Caching;
using GameCult.Mesh;
using GameCult.Networking;
// CounterState is the typed document defined in the getting-started tutorial.
var documents = new CultNetDocumentRegistry()
.Register(CultNetDocumentBinding.ForDocument<CounterState>());
using var node = await CultMesh.StartNodeAsync("world.cc", new CultMeshNodeOptions
{
DatabaseOptions = new CultNetDatabaseOptions
{
RuntimeId = "counter-provider",
DocumentRegistry = documents
}
});
var key = new CultRecordKey("counter:main");
await node.Database.PutAsync(key, new CounterState { CounterId = key.Value });
var counter = await node.Database.GetAsync<CounterState>(key);
If you want one inspectable path that starts with a durable local cache file and ends with a typed read/write through the public CultMesh surface, see docs/durable-node-quickstart.md. If you want the lower-level typed-to-raw handoff that CultNet moves across the wire, see docs/typed-document-path.md.
Eve / CultUI Surfaces
CultMesh supplies the typed state and operation binding descriptors used by Eve.
The renderer-neutral GameCult.Eve.Surface package in the Eve repository owns
the portable surface document and fluent builder. Add that package when a daemon
publishes UI; do not add EveUnity to the provider. The emitted document carries
typed CultMesh operation bindings, state bindings, style tokens, and embedded
surface slots while remaining independent of any lowering runtime.
using GameCult.Eve.Surface;
using GameCult.Mesh;
var menu = EveSurface.Create("aetheria.main_menu.root")
.Provider("aetheria", "game.menu")
.TitleSubtitle("AETHERIA", "TERMINUS")
.ButtonColumn("aetheria.main_menu.root.actions", actions => actions
.Button("Continue", "aetheria.main_menu.root.continue")
.Button("New Game", "aetheria.main_menu.root.new_game")
.Button("Settings", "aetheria.main_menu.root.show_settings")
.Button("Quit", "aetheria.main_menu.root.quit"))
.Style("font.title.family", "Montserrat")
.Style("font.body.family", "Ubuntu")
.Build();
Forms accept typed CultMesh descriptors at authoring time and flatten them into MessagePack-safe Eve records in the document:
var setName = CultMesh.OperationBinding(
"settings.player.name.set",
"Set Player Name",
"gamecult.settings.name.v1");
var playerName = new CultMeshStateBindingDescriptor(
"value",
"player.settings.name",
"global:aetheria.player_settings.v1",
"gamecult.aetheria.player_settings.v1");
var settings = EveSurface.Create("aetheria.main_menu.player_settings")
.Form("aetheria.main_menu.player_settings.form", form => form
.Text("Name", "Meta", setName, playerName))
.Build();
Nested UI is expressed with surface.slot components and
EveEmbeddedDocumentSlot records. A runtime lowers the parent surface, resolves
the child document through CultMesh, and renders the embedded document without
the renderer becoming the owner of that UI.
Enable durable authoritative shard logs when a node should serve replica catch-up after restart:
using var node = await CultMesh.StartNodeAsync("world.cc", new CultMeshNodeOptions
{
EnableDurableShardLogs = true
});
If ShardLogPath is omitted, CultMesh stores logs beside the cache under
world.cultmesh/shard-logs.
Distributed CDN
CultMesh can distribute signed, content-addressed game assets through the same typed document lane as gameplay state. Asset manifests, chunks, and portable entity prefab packages are CultCache documents that can be replicated by CultNet snapshots, shard logs, central servers, LAN peers, or opted-out-capable internet peer caches.
This is the canonical asset pipeline target for Aetheria. Brokkr-authored
Blender prefab snapshots deploy into CultMeshEntityPrefabPackage documents
that reference CDN artifact manifests for meshes, textures, materials, and
other payloads. Unity and TypeScript clients should unpack the same package
graph rather than maintaining separate Unity-prefab and Electron asset formats.
See docs/distributed-cdn.md for document shapes, publish/read helpers, peer asset sharing policy, and the Brokkr prefab flow.
Verses
A Verse is a rule-bearing consensus graph. Aetheria Main can be a cloud-authoritative Verse backed by GameCult regional simulators. A modded community branch can be transport-compatible with Aetheria Main while declaring different rules, required plugins, and authority policy. A peer-hosted game can choose a peer-to-peer authority model.
var rulesHash = CultMeshVerseDescriptor.ComputeRulesHash(
"aetheria",
"rules:v1",
"plugins:vanilla");
var aetheria = new CultMeshVerseDescriptor(
"aetheria-main",
"Aetheria",
CultMeshVerseAuthorityModel.OperatorCluster,
new CultMeshVerseCompatibility("cultmesh.v0", rulesHash),
discoveryEndpoints: ["cultmesh://us-east.aetheria.gamecult.net:3075"]);
using var catalog = CultMesh.CreateVerseCatalog();
catalog.Upsert(aetheria);
using var discovery = CultMesh.ServeVerseCatalog(node, catalog);
Peers can request Verse catalogs over schema-v0 with
cultmesh.verse_catalog_request.v0 and receive transport-filtered
cultmesh.verse_catalog_response.v0 descriptors.
Peer Exchange
Verse discovery tells a node which consensus graph exists. Peer exchange tells it who else is already in that graph.
using var peers = CultMesh.CreatePeerCatalog();
peers.Upsert(new CultMeshPeerCard(
"gc-us-east-1",
"aetheria-main",
["cultnet://us-east.aetheria.gamecult.net:3075"],
roles: [CultMeshPeerRoles.Discovery, CultMeshPeerRoles.ShardPrimary],
shardIds: ["players-us-east"],
authorityLeaseId: "lease:players-us-east:42"));
using var exchange = CultMesh.ServePeerExchange(node, peers);
Peer cards are contact candidates, not authority by themselves. Public Verses should validate authority leases or signatures before trusting a peer for committed state.
var leases = CultMesh.CreateAuthorityLeaseCatalog();
leases.Upsert(new CultMeshAuthorityLease(
"lease:players-us-east:42",
"aetheria-main",
"gc-us-east-1",
[CultMeshPeerRoles.ShardPrimary],
["players-us-east"],
"gamecult-operator",
DateTimeOffset.UtcNow.AddMinutes(-1),
DateTimeOffset.UtcNow.AddMinutes(10),
signature: "operator-signature"));
CultMeshPeerCatalog.FindAuthorized(...) and FirstAuthorized(...) compose
peer lookup with the lease catalog, so contact gossip stays separate from
trust. The branded RUDP helpers use the same boundary:
using var rudpClient = CultMesh.ConnectRudpClientForAuthorizedPeer(
"aetheria-client",
connectionId: 0x10203040,
peers,
leases,
"aetheria-main",
CultMeshPeerRoles.ShardPrimary,
shardId: "players-us-east");
CreateRudpServer(...), ParseRudpEndpoint(...),
ConnectRudpClient(...), and ConnectRudpClientForPeer(...) delegate to the
CultNet RUDP socket transport and return the same schema-message-capable
transport after handshake. CreateRudpClient(...) and
CreateRudpClientForPeer(...) remain available when a caller intentionally owns
the handshake and polling loop. CultMesh owns peer/authority ergonomics;
CultNet owns packet reliability, resend pressure, and channel semantics.
Clients can fetch more peers from known peers:
var exchangeClient = CultMesh.CreatePeerExchangeClient();
await exchangeClient.DiscoverAsync(
peers,
aetheria.DiscoveryEndpoints,
"aetheria-main",
roles: [CultMeshPeerRoles.ReadReplica]);
Client-Side Prediction
CultMesh lets a runtime declare which input documents it may author optimistically. The local cache updates immediately, game simulation can proceed against that predicted state, and the authoritative shard log later reconciles the record.
var db = node.Database;
var input = CultMesh.Document<PlayerInput>(db, inputKey, verse);
await input.SubmitPredictionAsync(inputState);
using var sub = input.Watch()
.Subscribe(latest =>
{
ReconcilePrediction(latest);
});
Read-only CultCache publications can be lifted into the same document handle shape without local store plumbing:
var health = CultMesh.DocumentFromSingleFile<DaemonHealth>(
"daemon-publication.cc",
new CultRecordKey("daemon:aetheria.health.v1"),
verse);
using var healthSub = health.Watch().Subscribe(RenderHealth);
var latestHealth = await health.LatestAsync();
DocumentFromStore<T>() accepts any CacheBackingStore; both helpers pull,
decode, resolve persisted schema metadata, and poll for updates behind the
CultMeshDocumentHandle<T> surface.
Use DocumentFromPublication<T>() when the caller should provide a configured
source instead of branching between local files, backing stores, and remote
CultNet snapshots itself.
When the remote snapshot should hydrate a local node, use the direct sync facade and keep the rest of the code on local typed handles:
var syncedHealth = await CultMesh.SyncDocumentFromPeerSnapshotAsync<DaemonHealthUi>(
node,
"cultnet://daemon.local:3075",
"daemon:aetheria.health.v1",
new CultMeshSnapshotEndpointOptions { DocumentRegistry = daemonRegistry });
var localHealth = await node
.Document<DaemonHealthUi>("daemon:aetheria.health.v1", verse)
.LatestAsync();
Game Session
CultMeshGameSession wires the common gameplay loop: local catalogs,
observation hub, observation server, peer exchange, Verse discovery, prediction,
and quorum fact commits.
using var session = CultMesh.CreateGameSession(node, new CultMeshGameSessionOptions
{
ConsensusOptions = new CultNetSimulationConsensusOptions
{
MinimumWitnesses = 2,
QuorumRatio = 0.66d
}
});
await session.PredictAsync(inputKey, inputState);
var committed = await session.SubmitAndCommitAsync(new CultNetSimulationObservation
{
WitnessRuntimeId = "watcher-1",
ShardId = "arena",
ShardEpoch = 4,
Frame = 100,
SubjectId = "bob",
ClaimKind = "hit",
ClaimHash = CultNetSimulationObservation.ComputeClaimHash("hit", "alice", "bob", "frame:100")
});
Managed Documents
CultMesh presents distributed state as the same managed POCO document shape as CultCache. Local edits commit through shard authority; remote shard-log or network events update the same watched value.
using GameCult.Caching;
using GameCult.Mesh;
var player = node.Database.Document<PlayerTransform>(new CultRecordKey("player:alice"));
using var subscription = player.Watch().Subscribe(current => Render(current));
await player.ReplaceAsync(new PlayerTransform
{
Name = "Alice",
PositionX = 4,
Health = 100
});
player.Value!.Health = 90;
await player.CommitAsync();
Remote publications use the same document handle shape:
var health = CultMesh.DocumentFromPeerSnapshot<DaemonHealthDocument>(
"cultnet://daemon.local:3075",
"daemon:aetheria.health.v1",
verse);
var latest = await health.LatestAsync();
The physical cache table remains SoA for CPU-local scans:
Span<float> x = node.Cache.Soa<PlayerTransform>()
.Column<float>(nameof(PlayerTransform.PositionX))
.Span;
Witness Consensus
CultMesh nodes can publish observations about simulation facts: shard epoch,
frame, subject, claim kind, and claim hash. CultNetSimulationConsensus
aggregates those observations deterministically into candidate facts with
support weight, total observed weight, confidence, and quorum status.
Those candidates are not committed world state by themselves. They are the fast
mesh opinion layer that can feed an authoritative shard commit path. Once a
candidate has quorum, a shard-authoritative node can commit it as a
CultMeshSimulationFact.
var committer = CultMesh.CreateSimulationFactCommitter(node.Database);
await committer.CommitAsync(candidate);
The central server does not need to decide what every witness saw. It only needs to accept the quorum result through the shard log.
Durable Catch-Up
CultMesh can persist authoritative shard logs through
ICultNetShardMutationLogStore. The included file store writes one MessagePack
log per shard, so a restarted primary can still serve replica catch-up without
depending on warm process memory. When retained log history is compacted, stale
replicas get an explicit resync requirement instead of a partial log pretending
to be enough. The replicator can answer that by fetching a shard-bounded
snapshot, replacing the local shard view, and advancing its cursor to the
snapshot's represented log sequence.
Streaming Mode
CultMesh streaming mode is the low-latency body path for Mimir, Fensalir, Eve, and other realtime runtimes. CultCache and CultNet own typed state, discovery, stream descriptors, negotiations, and frame handles. The frame bodies stay in runtime-native storage: shared D3D12 textures, shared memory rings, platform GPU handles, DMA buffers, or paged CultCache fallbacks when a zero-copy transport is not available.
For entity SoA and other CPU-visible hot state, subscribe to the exact control records and logical bodies the lowerer consumes. The subscription advertises the transports the runtime can import; the provider's demand tracker selects the cheapest mutually usable representation. A same-machine consumer normally receives one shared-memory bootstrap descriptor, then observes later commits through the mapped ring header. Per-frame CultNet documents are neither needed nor desirable.
The mapped ring uses a named memory map on Windows and a capability-named, publisher-owned temporary backing file on Unix. This distinction belongs to the CultMesh adapter; providers and consumers use the same descriptor/cursor contract on both platforms.
using var entities = await CultMesh.SubscribeLiveBodyAsync(
subscriptions,
bodyResolver,
new CultMeshLiveBodySubscription(
"pilot-entities",
"eve-unity",
"eve:entity-soa:aetheria.daemon:pilot"));
using var input = await subscriptions.SubscribeLiveValueAsync<EveInputCapabilityDocument>(
"pilot-input",
"eve:input:aetheria.daemon:pilot");
// Open after each descriptor change. CultMesh chooses shared memory, shared-file
// mapping, or network from observed locality and the resolver's real adapters.
if (entities.HasValue && input.HasValue)
{
using var frame = entities.OpenCurrentReadOnly().Lease;
Present(frame, input.Current);
}
CultMeshLiveBody watches only the small latest-publication record and declares
the logical body demand. It never routes the body through the subscription
snapshot. CultNetLiveValue<T> does the corresponding job for exact scalar or
small structured state without creating a renderer-owned replica cache. Both
subscriptions may begin before the provider's first publication: HasValue
remains false while the retained demand stays active, then the first typed value
arrives through the normal reactive change path.
Snapshots remain bootstrap and recovery machinery. Reactive document changes carry small control state; mapped or negotiated network bodies carry hot data.
using GameCult.Mesh;
var streams = CultMesh.CreateStreamCatalog();
streams.Declare(new CultMeshStreamDescriptor(
"mimir:kiyo-pro:rgba",
"mimir-live",
"starfire",
CultMeshStreamKind.Video,
new CultMeshStreamClock("mimir:clock", "kiyo-pro", sampleRate: 90_000, confidence: 0.92),
new[]
{
CultMeshStreamBodyTransport.SharedD3D12Texture,
CultMeshStreamBodyTransport.SharedMemory,
CultMeshStreamBodyTransport.CultCachePage
},
video: new CultMeshVideoStreamFormat(1920, 1080, "rgba8", framesPerSecond: 60),
maxInFlightFrames: 4));
var fensalir = new CultMeshStreamConsumerProfile(
"fensalir",
"mimir-live",
new[] { CultMeshStreamBodyTransport.SharedD3D12Texture },
acceptedKinds: new[] { CultMeshStreamKind.Video },
canImportGpuHandles: true);
var negotiation = streams.Negotiate("mimir:kiyo-pro:rgba", fensalir);
For CPU-visible data, CultMeshSharedMemoryFrameRing preallocates fixed slots
and hands producers writable leases. Consumers hold read leases so the producer
does not overwrite a visible frame. TryPublishCopy exists for unavoidable
fallbacks and increments copy telemetry; the normal hot path writes directly
into a lease and commits a CultMeshStreamFrameHandle.
streams.Declare(new CultMeshStreamDescriptor(
"mimir:leap:depth",
"mimir-live",
"starfire",
CultMeshStreamKind.Tensor,
new CultMeshStreamClock("mimir:clock", "leap"),
new[] { CultMeshStreamBodyTransport.SharedMemory }));
using var ring = streams.CreateSharedMemoryRing("mimir:leap:depth", slotCount: 4, slotByteLength: 640 * 480 * 2);
if (ring.TryAcquireWriteSlot(out var write))
{
FillDepthFrame(write.Span);
var frame = ring.CommitWriteSlot(write, timestampNs: GetVerseTimeNs(), byteLength: 640 * 480 * 2);
streams.PublishFrame(frame);
}
The invariant is simple: typed mesh state describes and synchronizes streams; hot frame bodies remain in the cheapest storage both endpoints can share.