| Filename | Latest commit message | Latest commit date |
|---|---|---|
| .. | ||
| Contracts | ||
| Samples | ||
| Client.cs | ||
| ClientSecurityOptions.cs | ||
| CultNetDatabase.cs | ||
| CultNetDatabaseServer.cs | ||
| CultNetDatabaseSubscriptionClient.cs | ||
| CultNetDatabaseSubscriptionServer.cs | ||
| CultNetDocumentRegistry.cs | ||
| CultNetLocal.cs | ||
| CultNetOperationServer.cs | ||
| CultNetRudpSchemaServer.cs | ||
| CultNetSchemaClient.cs | ||
| CultNetSchemaMessages.cs | ||
| CultNetSchemaMessageSerialization.cs | ||
| CultNetSchemaRegistry.cs | ||
| CultNetSchemaServerGroup.cs | ||
| CultNetSchemaServerPort.cs | ||
| CultNetShardMutationLogStorage.cs | ||
| CultNetShardReplication.cs | ||
| CultNetShardWriteForwarding.cs | ||
| CultNetSimulationConsensus.cs | ||
| CultNetSimulationObservationServer.cs | ||
| CultNetTcpSchemaTransport.cs | ||
| CultNetTransport.cs | ||
| CultWitnessArtifactBundle.cs | ||
| GameCult.Networking.csproj | ||
| Messages.cs | ||
| MessageSerialization.cs | ||
| NetPeerExtensions.cs | ||
| PlayerData.cs | ||
| production-hardening-checklist.md | ||
| README.md | ||
| Secret.cs | ||
| Server.cs | ||
| ServerSecurityOptions.cs | ||
GameCult.Networking
GameCult.Networking provides CultNet: schema-aware client/server messaging,
database replication contracts, encrypted credential exchange, signed session
tokens, and reliable transport surfaces including CultLib's native
cross-runtime RUDP pipe. LiteNetLib remains supported as the C# production
adapter for legacy clients, but it is no longer the protocol boundary.
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
- native RUDP packet/session contracts with reliable ordered schema frames
- client and server wrappers for the legacy LiteNetLib lane
- TCP-framed and WebSocket adapter surfaces used by non-C# runtimes
- encrypted login, register, and verify flows
- signed session-token generation and validation
PlayerDataintegration withCultCache- 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.
Current readiness target:
- trusted local mesh / self-hosted swarm use: yes
- hostile public internet edge: not yet
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:
CultNetSchemaMessageSerializationCultNetSchemaRegistryCultNetDocumentRegistryCultNetDatabaseCultNetDatabaseServerNetPeerExtensions.SendCultNet(...)
Main Types
Message: base type for all wire messagesClient: client connection, dispatch, reconnect, and login/register helpersServer: server dispatch, auth flow handling, rate limiting, and session refreshSecret: encryption and signed-token helper methodsPlayerData: cache-backed player record type
Sample payloads:
ChangeNameMessageChatMessageSchemaCatalogRequestMessageSchemaCatalogResponseMessage
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:
CultNetHelloMessageCultNetSchemaCatalogRequestMessageCultNetSchemaCatalogResponseMessageCultNetDocumentPutRawMessageCultNetDocumentDeleteMessageCultNetSnapshotRequestMessageCultNetSnapshotResponseRawMessage
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 schemaId/record-key metadata; it does not guess what a blob "probably"
means.
CultMesh Lives In GameCult.Mesh
The distributed realtime database and simulation-consensus surface now has its
own package home: GameCult.Mesh, branded publicly as CultMesh. This networking
package still owns CultNet transport, authentication, and schema-v0 wire
contracts. CultMesh owns the developer-facing mesh entrypoints and higher-level
runtime documentation.
See src/GameCult.Mesh/README.md for the public-facing CultMesh API.
For one small end-to-end path from durable local typed state into node.Database,
see src/GameCult.Mesh/docs/durable-node-quickstart.md.
Distributed CultCache
CultNet should be able to start as a sharding layer over CultCache. In that mode, applications treat the cluster as one typed realtime database instead of manually juggling a local cache, a network client, and a synchronization loop.
Target feel:
var db = await CultNetDatabase.ConnectAsync("localhost", 3075);
var player = await db.GetAsync<PlayerData>(playerKey);
await db.PutAsync(playerKey, player);
using var subscription = db
.WatchByIndex<PlayerData>("Region", "eu-west")
.Subscribe(change => Render(change.Document));
CultCache remains the document model:
- schema identity and compatibility
- record keys and handles
- local indexes, globals, and typed lookups
- persistence and local domain-change diffing
CultNet becomes the distribution model:
- peer membership
- shard ownership
- mutation routing
- snapshot catch-up
- remote subscription fanout
- reconnect resynchronization
The current first slice exposes this as CultNetDatabase and wires hosted
servers through CultNetDatabaseServer. It handles primary-shard writes, typed
R3 watch streams, raw document puts/deletes, raw snapshot responses,
schema/key-filtered live subscriptions, shard catalog exchange, and stale-epoch
write rejection. Non-primary write forwarding is available behind an injectable
ICultNetShardWriteForwarder, with CultNetSchemaWriteForwarder as the
schema-v0 cultnet://host:port endpoint dialer. It also records accepted
mutations in per-shard ordered logs and exposes those logs over
cultnet.shard_log_request.v0 / cultnet.shard_log_response.v0 for replica
catch-up. Replicas apply those committed entries through
CultNetDatabase.ApplyShardLogResponseAsync, which checks shard epoch, rejects
sequence gaps, and treats replayed entries as already applied.
CultNetShardReplicator can then pull non-primary shard logs from advertised
primary endpoints, using CultNetSchemaShardLogFetcher for the schema-v0
transport path. Replica cursors can be stored through
ICultNetShardReplicaCursorStore; CultNetFileShardReplicaCursorStore keeps
those cursors in one local MessagePack file so replicas can resume after a
restart. Authoritative shard logs can be stored through
ICultNetShardMutationLogStore; CultNetFileShardMutationLogStore keeps one
MessagePack log file per shard and lets a restarted primary continue answering
cultnet.shard_log_request.v0 from durable wire entries. The same store owns
log compaction: once entries are compacted through a sequence, older catch-up
requests return ResyncRequired with reason = "compacted_history" instead of
silently handing a replica a partial history. CultNetShardReplicator can use
an ICultNetShardSnapshotFetcher to recover from that response: it fetches a
shard-bounded snapshot, replaces the local shard view, advances the cursor to
the snapshot's represented log sequence, and resumes normal log pulls on later
ticks.
For client-side prediction, CultNetClientAuthorityScope declares which input
documents a runtime may author optimistically. PutPredictedAsync updates the
local cache immediately and emits a Predicted change; when the authoritative
shard log arrives for the same record, the database emits Reconciled and the
cache holds the committed value.
For mesh-side simulation agreement, CultNetSimulationObservation records what
a witness saw for one shard epoch, frame, subject, and claim kind.
CultNetSimulationConsensus deterministically aggregates those observations
into candidates with support weight, total observed weight, confidence, and
quorum status. Those candidates are opinions ready for an authoritative commit
path, not committed world state by themselves. The schema-v0 wire contracts are
cultnet.simulation_observation.v0 and
cultnet.simulation_consensus_candidate.v0. CultNetSimulationObservationHub
collects incoming observations and emits candidate updates reactively.
CultNetSimulationObservationServer attaches that hub to a server so incoming
observation messages update the hub and receive current candidate messages in
reply.
The first coherent shard policy is primary ownership. Each shard has one authoritative writer at a time. Clients may connect to any node; a non-owner node forwards a write to the owner or rejects it honestly when forwarding is not available. Followers subscribe to committed shard mutations and apply them through the same CultCache reconciliation path as local file changes.
This should feel like the local-first parts of Firebase or RethinkDB without copying their hidden machinery wholesale. The hard line is conflict honesty: split-brain writes, stale shard epochs, and schema-incompatible documents must surface as explicit failures instead of being laundered into cheerful-looking state.
Authentication Model
The built-in flow is:
- client connects through a configured CultNet transport profile
- credentials are encrypted with AES-GCM using a per-message nonce
- server validates credentials and issues a signed session token
- client stores the encrypted session token and can send
VerifyMessageon reconnect - server validates the token and re-establishes the session
The session token is signed and validated by the server. Each newly issued session token also carries a monotonic session version so older signed tokens can be superseded cleanly instead of haunting reconnect paths forever.
Runtime Secrets
GameCult.Networking uses:
GAMECULT_CONNECTION_KEYGAMECULT_SESSION_SIGNING_SECRET
Production requirements:
- set both before constructing
Serverwithout explicitServerSecurityOptions - use high-entropy random values, not human-memorable strings
- keep
GAMECULT_SESSION_SIGNING_SECRETin your deployment platform's secret store rather than in source control or appsettings checked into the repo - distribute
GAMECULT_CONNECTION_KEYto 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>"
$env:GAMECULT_SESSION_SIGNING_SECRET = "<different-random-base64-value>"
Deployment model:
- the client and server must share the same
GAMECULT_CONNECTION_KEY - the server alone needs
GAMECULT_SESSION_SIGNING_SECRET GAMECULT_CONNECTION_KEYis shared protocol configuration, not a server-only secret- rotating
GAMECULT_CONNECTION_KEYrequires a coordinated client/server rollout or multi-key server support during migration GAMECULT_SESSION_SIGNING_SECRETcan be rotated server-side with the usual session invalidation tradeoffs
Strict production-style configuration:
using GameCult.Caching;
using GameCult.Networking;
var cache = new CultCache();
var security = ServerSecurityOptions.FromEnvironment();
var server = new Server(cache, security);
Explicit local-development server configuration:
using GameCult.Caching;
using GameCult.Networking;
var cache = new CultCache();
var security = ServerSecurityOptions.Development();
var server = new Server(cache, security);
Explicit client configuration:
using GameCult.Networking;
var security = new ClientSecurityOptions("<matching-connection-key>");
var client = new Client(security);
Use ServerSecurityOptions.Development() only for local development and tests. Client does not read environment variables.
Basic Server Usage
Quickest local-host path:
using GameCult.Networking;
var host = await CultNetLocal.StartHostAsync("Players.msgpack");
host.Server.On<ChatMessage>(message =>
{
host.Server.Logger.LogInfo($"Chat: {message.Text}");
});
Lower-level explicit path:
using GameCult.Caching;
using GameCult.Logging;
using GameCult.Networking;
var cache = new CultCache();
var server = new Server(cache)
{
Logger = new ConsoleLogger()
};
server.On<ChatMessage>(message =>
{
server.Logger.LogInfo($"Chat: {message.Text}");
});
server.Start();
Basic Client Usage
Quickest local-client path:
using GameCult.Networking;
var client = CultNetLocal.ConnectLocal();
client.On<ChatMessage>(message => Console.WriteLine(message.Text));
client.Login("user@example.com", "correct horse battery staple");
Lower-level explicit path:
using GameCult.Logging;
using GameCult.Networking;
var client = new Client(new ClientSecurityOptions("<matching-connection-key>"))
{
Logger = new ConsoleLogger()
};
client.OnError += error => client.Logger.LogError($"Client error: {error}");
client.On<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 through
CultNetReconnectController, using the samecultnet.reconnect_policy.v0backoff contract advertised by RUDP profiles - automatically re-verifies using the stored signed session token
- exposes reconnect state for UI/operator surfaces
Client.TransportProfile and Server.TransportProfile describe the active
transport as a profile with reliable ordered schema and, where needed,
legacy channels. The old C# path is now explicitly a litenetlib adapter,
not an implicit specification. Discovery and operators can inspect whether a
peer is using native RUDP, TCP-framed schema messages, WebSocket transport, or
LiteNetLib without changing the message contract above it. NetPeer send
helpers route through LiteNetLibTransportConnection, keeping legacy outbound
schema and union messages behind the same channel-aware adapter surface.
The native RUDP socket path also exposes CultNetRudpReconnectLoop for
caller-owned game or service loops. The caller reports closure, calls
ReconnectIfDue(nowMs) from its own scheduler, and the shared
CultNetReconnectController owns retry attempts, delay, and exhaustion state.
GameCult.Mesh adds discovery-shaped helpers such as
CultMesh.ConnectRudpClientForAuthorizedPeer(...), which perform authorized
peer lookup and handshake before returning the same RUDP transport. Packet
semantics, schema-channel send/receive helpers, and reconnect state still live
in GameCult.Networking.
Typed Operations
CultNetOperationServer attaches typed application handlers to any
ICultNetSchemaServer. It owns route/schema validation, MessagePack envelope
encoding, correlation, and framework failure replies. The application handler
owns domain validation, state mutation, idempotency, and durable receipts:
using var operations = new CultNetOperationServer(schemaServer, "counter.provider")
.Register<IncrementRequest, IncrementReceipt>(
"counter",
"counter.increment",
"counter.increment_request.v1",
"counter.increment_receipt.v1",
command => IncrementExactlyOnceAsync(
command.IdempotencyKey,
command.Value));
Returning CultNetOperationReply<T>.Rejected(...) preserves a schema-valid
domain receipt and status. Unknown routes, malformed payloads, and schema
mismatches return the correlated gamecult.cultnet.operation_failure.v1
payload; CultMeshClient.InvokeAsync raises
CultMeshRemoteOperationException immediately instead of timing out. The
browser client raises the equivalent CultMeshBrowserOperationError with the
same status and failure code.
Browser WebSocket Host
GameCult.Networking.WebSockets keeps ASP.NET Core hosting out of the
netstandard CultNet core while adapting an authenticated binary WebSocket to
the same ICultNetSchemaServer and ICultNetSchemaClient ports. A host calls
UseWebSockets() and maps MapCultNetWebSocket(...) with an authorization
predicate. Anonymous use requires the explicit AllowAnonymousDevelopment
opt-in. Text frames and messages over the configured size bound are closed
before schema dispatch.
The matching CultNetWebSocketSchemaClient is suitable for C# headless and
service consumers. Browser applications use cultmesh-browser, which owns
stable Verse/provider identity, document leases, resubscription, and operation
correlation above the raw WebSocket route.
Important Constraints
Servercurrently centers onPlayerDataas the built-in account model.- Message authorization is based on the built-in verify/login/register flow.
- CultNet is not a drop-in substitute for HTTP. It is a schema-aware realtime pipe for trusted game, mesh, and service runtimes.
Sensitive payload logging is gated. Raw message JSON should only appear when a caller explicitly opts into diagnostic logging instead of accidentally bleeding live auth/session payloads into ordinary logs.
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
Future hostile-network work
The next hardening tranche is documented in
production-hardening-checklist.md. That ledger names the missing transport,
replay, abuse-handling, and adversarial-test organs directly instead of
pretending local-mesh readiness and internet readiness are the same rite.