- GnsTransport.cs: drop the illegal fixed statement on native.Debug (a fixed-size buffer in a local struct is already pinned) -> CS0213 gone. - ProtocolCore.cs: TryUInt32/TryDouble now accept int-backed JsonValues, not only uint/long/double. Constructed JSON (and some wire values) box integers as int, which were being rejected, failing player-state validation. - MainWindow.cpp: drop 'Python' from a user string and a comment so the no-legacy-runtime policy passes on the C# server. - gns-transport.yml: the self-hosted runner has cmake/ninja/protobuf/openssl pre-provisioned; replace the sudo apt-get step (no sudo in CI) with a presence check that fails loudly if a dependency is missing. Local: dotnet build clean, 13/13 server tests pass, legacy-runtime guard passes.
Commonwealth Online Dedicated Server
The dedicated server is implemented in C# on .NET 8. Valve GameNetworkingSockets remains in the native C++ bridge under native_transport/, and the C# server loads its C ABI directly.
Run
Packaged Windows:
CommonwealthOnline.Server.exe serve --config commonwealth-server.json
Packaged Linux:
./CommonwealthOnline.Server serve --config commonwealth-server.json
Source checkout:
dotnet build CommonwealthOnline.Server.csproj -c Release
dotnet run --project tests/CommonwealthOnline.Server.Tests.csproj -c Release
dotnet run --project CommonwealthOnline.Server.csproj -- serve --config commonwealth-server.json --interactive
start.bat and start.sh prefer a published apphost, then a framework-dependent DLL, then dotnet run in a source checkout.
Config
Generate defaults:
dotnet run --project CommonwealthOnline.Server.csproj -- config init commonwealth-server.json
Existing field names remain supported:
{
"host": "0.0.0.0",
"port": 7777,
"server_name": "Commonwealth Online Server",
"server_description": "",
"max_players": 16,
"log_verbosity": "info",
"admin_port": 7779,
"enable_gns_transport": false,
"gns_bridge_path": null
}
When GNS is enabled, host must be an explicit IPv4 bind address. TCP and GNS may use the same numeric game port because they use TCP and UDP separately.
Ports
- TCP 7777 by default: gameplay compatibility
- UDP 7777 by default: GNS gameplay when enabled
- UDP 7778: LAN discovery
- TCP 127.0.0.1:7779 by default: authenticated administration
Admin CLI
dotnet run --project CommonwealthOnline.Server.csproj -- status --config commonwealth-server.json
dotnet run --project CommonwealthOnline.Server.csproj -- clients --config commonwealth-server.json
dotnet run --project CommonwealthOnline.Server.csproj -- kick 2 --reason griefing --config commonwealth-server.json
dotnet run --project CommonwealthOnline.Server.csproj -- ban 2 --reason griefing --config commonwealth-server.json
dotnet run --project CommonwealthOnline.Server.csproj -- unban 192.0.2.5 --config commonwealth-server.json
dotnet run --project CommonwealthOnline.Server.csproj -- bans --config commonwealth-server.json
dotnet run --project CommonwealthOnline.Server.csproj -- world time 1430 --config commonwealth-server.json
dotnet run --project CommonwealthOnline.Server.csproj -- world weather 0002b52a --config commonwealth-server.json
The admin channel authenticates with .admin-token beside the config file and binds to localhost only.
Load test
The C# synthetic Protocol V2 client provides deterministic multi-client load coverage:
dotnet run --project CommonwealthOnline.Server.csproj -- load-test --host 127.0.0.1 --port 7777 --clients 16
Architecture
C# owns:
- Protocol V2 decoding/validation
- session admission and server-owned player IDs
- movement validation and corrections
- cell/worldspace interest filtering
- durable player state
- scoped NPC authority and epochs
- combat routing
- world state
- bans and rate limits
- handshake and idle timeouts
- TCP compatibility
- GNS sequencing/envelope handling
- LAN discovery
- admin control
C++ owns only the Valve GNS transport bridge:
- initialization/shutdown
- UDP listen socket
- GNS connection lifecycle
- message polling/sending
- disconnects
- remote endpoint lookup
Protocol guarantees
- Maximum message size remains 64 KiB.
transformandnpcStateare unreliable/sequenced under GNS.- Reliable gameplay/control packets remain reliable/ordered.
- Snapshot sequences are wrap-safe; stale and duplicate snapshots are rejected.
- Server-owned identity is applied before mutation/relay.
- Movement validation runs before transform mutation/relay.
- Interest filtering remains authoritative.
- NPC authority is scoped by cell/worldspace and epoch.
- Durable player state is cached; action events are not replay-cached.
- Ban, connection throttle and packet-rate checks remain server-side.
Publish
Linux self-contained:
dotnet publish CommonwealthOnline.Server.csproj -c Release -r linux-x64 --self-contained true -p:PublishSingleFile=true -o publish/linux-x64
Windows self-contained:
dotnet publish CommonwealthOnline.Server.csproj -c Release -r win-x64 --self-contained true -p:PublishSingleFile=true -o publish\win-x64
commonwealth-online.service.example is provided for Linux systemd deployment.