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Lakona.Game.Server 0.6.4

dotnet add package Lakona.Game.Server --version 0.6.4
 
 
NuGet\Install-Package Lakona.Game.Server -Version 0.6.4
 
 
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Lakona.Game.Server" Version="0.6.4" />
 
 
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Lakona.Game.Server" Version="0.6.4" />
 
Directory.Packages.props
<PackageReference Include="Lakona.Game.Server" />
 
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add Lakona.Game.Server --version 0.6.4
 
 
The NuGet Team does not provide support for this client. Please contact its maintainers for support.
#r "nuget: Lakona.Game.Server, 0.6.4"
 
 
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package Lakona.Game.Server@0.6.4
 
 
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=Lakona.Game.Server&version=0.6.4
 
Install as a Cake Addin
#tool nuget:?package=Lakona.Game.Server&version=0.6.4
 
Install as a Cake Tool
The NuGet Team does not provide support for this client. Please contact its maintainers for support.

Lakona.Game.Server

Lakona.Game.Server is the server hosting package for Lakona game applications. It wires together RPC hosting, game sessions, reliable push, actor-backed state, runtime validation, and optional cluster-facing helpers.

Use this package in the server process that accepts game client connections or hosts game-side services.

Install

dotnet add package Lakona.Game.Server

Run A Game Server

using Microsoft.Extensions.DependencyInjection;
using Lakona.Game.Server.Features;
using Lakona.Game.Server.Hosting;

return await LakonaGameServer.RunAsync(args, server => server
 .AddServices((services, configuration) =>
 {
 services.AddLakonaGame(configuration);
 })
 .UseGeneratedHotfixServices());

LakonaGameServer.RunAsync() registers the default in-memory session services, reliable push services, actor runtime, health checks, runtime validation, hotfix loading, and RPC listeners derived from Lakona:Endpoints[]. Replace the default stores when sessions or pending push records must survive process restarts.

Configure client-facing endpoints in appsettings.json:

{
 "Lakona": {
 "Node": {
 "Id": "dev-1"
 },
 "Endpoints": [
 {
 "Transport": "websocket",
 "Serializer": "memorypack",
 "Host": "127.0.0.1",
 "Port": 20000,
 "Path": "/ws",
 "RpcServices": [ "login", "player" ]
 }
 ]
 }
}

Transport, serializer, acceptor, and generated service binding are managed by the framework from endpoint configuration. Application Program.cs should not hand-write transport or serializer constructors.

Use Actors

Actors are process-local state owners with mailbox-ordered execution. State for one actor is processed sequentially, so actor fields usually do not need locks.

using Lakona.Game.Server.Actors;
using Microsoft.Extensions.DependencyInjection;

public sealed class RoomActor : Actor
{
 private int _joinedPlayers;

 public ValueTask JoinAsync(long playerId, CancellationToken cancellationToken = default)
 {
 _joinedPlayers++;
 return default;
 }

 public ValueTask<int> CountAsync(CancellationToken cancellationToken = default)
 {
 return new ValueTask<int>(_joinedPlayers);
 }
}

var runtime = provider.GetRequiredService<IActorRuntime>();
var roomId = ActorId.From("room/alpha");

await runtime.TellAsync<RoomActor>(
 roomId,
 static (room, ct) => room.JoinAsync(10001, ct));

int count = await runtime.AskAsync<RoomActor, int>(
 roomId,
 static (room, ct) => room.CountAsync(ct));

Use TryTell when the caller must fail fast on local mailbox pressure. Use StopAsync, TryGetMailboxMetrics, and actor lifecycle hooks when you need explicit actor management.

For frequent business actor calls, reference Lakona.Game.Server.Generators as an analyzer. It generates typed actor accessors with Get(id), Local(id), and Remote(nodeId, id) selectors for Actor<TKey> classes.

Sessions And Push

ILakonaGameServer is the high-level entry point for game sessions, typed callback binding, reliable push, replay, and acknowledgements.

using Lakona.Game.Abstractions;
using Lakona.Game.Server;

public sealed class MatchPushService
{
 private readonly ILakonaGameServer _server;

 public MatchPushService(ILakonaGameServer server)
 {
 _server = server;
 }

 public ValueTask<GameSessionKey> LoginAsync(
 string playerId,
 string connectionId,
 IPlayerCallback callback,
 CancellationToken cancellationToken)
 {
 return _server.StartSessionAsync(playerId, connectionId, callback, cancellationToken);
 }

 public ValueTask<long> PublishMatchedAsync(
 GameSessionKey session,
 MatchmakingStatusUpdate update,
 CancellationToken cancellationToken)
 {
 return _server.PublishReliablePushAsync<IPlayerCallback, MatchmakingStatusUpdate>(
 session,
 "matched",
 update,
 static (callback, sequence, payload, ct) =>
 {
 payload.ReliableSequence = sequence.Value;
 return callback.OnMatchmakingStatus(payload);
 },
 cancellationToken);
 }
}

Use IGameSessionResumeService when reconnects need token validation or an authoritative state check. Lakona does not define account models, room rules, matchmaking policy, persistence schema, or gameplay DTOs.

Optional Features

  • Runtime validation: call AddLakonaGameRuntimeValidation() or run generated projects with --lakona-game-check.
  • Message recording: call AddMessageRecording() to store recent actor dispatch records in an in-memory ring buffer.
  • Cluster notifications: use ClientNotificationRelay from business nodes to send serializable callback commands to the gateway that owns the session.
  • Feature startup: use AddLakonaGame(...) and LakonaGameFeature classes when a server is composed from named startup units.

Actor Runtime Configuration

builder.Services.AddLakonaGameServerActors(options =>
{
 options.MailboxCapacity = 4096;
 options.SlowMessageThreshold = TimeSpan.FromSeconds(1);
 options.CallTimeout = TimeSpan.FromSeconds(30);
});

Actor ids are application-owned strings. Pick stable names such as player/alice, room/alpha, or match/2026-06-17-001 when other services need to address the same actor.

Product Versions Compatible and additional computed target framework versions.
.NET net10.0 net10.0 is compatible.  net10.0-android net10.0-android was computed.  net10.0-browser net10.0-browser was computed.  net10.0-ios net10.0-ios was computed.  net10.0-maccatalyst net10.0-maccatalyst was computed.  net10.0-macos net10.0-macos was computed.  net10.0-tvos net10.0-tvos was computed.  net10.0-windows net10.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
0.6.4 0 6/18/2026
0.6.3 43 6/18/2026
0.6.2 41 6/18/2026
0.6.1 66 6/17/2026
0.6.0 68 6/17/2026