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Commonwealth-Online-Server/DEVELOPMENT.md

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# Development
## Server
The dedicated server is a C#/.NET project at `server/CommonwealthOnline.Server.csproj`.
Core files:
- `AuthoritativeServer.cs`: sessions, authoritative gameplay state, security, interest filtering
- `ProtocolCore.cs`: JSON codec, transport policy, snapshot sequencing/envelope
- `ProtocolValidation.cs`: Protocol V2 packet validation
- `Domain.cs`: sessions, bans, NPC authority, world presets
- `TcpTransport.cs`: newline-framed TCP compatibility transport
- `GnsTransport.cs`: C# wrapper over the native GameNetworkingSockets bridge
- `AdminDiscovery.cs`: authenticated localhost admin channel and LAN discovery
- `Program.cs`: CLI, interactive server, management commands and synthetic load command
Build and test:
```bash
cd server
dotnet build CommonwealthOnline.Server.csproj -c Release
dotnet run --project tests/CommonwealthOnline.Server.Tests.csproj -c Release
```
The test harness uses in-memory connections for authoritative behavior and contains no external test-framework package dependency.
## Native GNS bridge
`server/native_transport` remains C++. Keep it transport-only. Do not move validation, identity, interest filtering, NPC authority, combat, world state or caching into the bridge.
The C ABI is the boundary consumed from `GnsTransport.cs`.
## Qt Host
The Qt host remains C++. `ServerProcess` launches the published C# server and communicates through the authenticated localhost admin channel. It must not invoke a scripting runtime.
CMake publishes a self-contained server as part of the Host GUI post-build step.
## Protocol changes
Protocol behavior is intentionally independent from transport. If adding a packet type:
1. Define validation and normalization in C#.
2. Decide its delivery policy in `TransportPolicy`.
3. Default new control/state traffic to reliable/ordered.
4. Use unreliable/sequenced only for latest-wins snapshot families.
5. Add tests before changing the client.
Never cache/replay discrete action events, accept stale NPC authority epochs, accept stale snapshot sequences, or bypass server-owned identity and interest validation.