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Commonwealth-Online-Server/server/README.md
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# Commonwealth Online Dedicated Server
The dedicated server is implemented in C# on .NET 8. Python is not used by the server runtime, utilities, test suite, launch scripts, or Host GUI integration.
Valve GameNetworkingSockets remains in the native C++ bridge under `native_transport/`. The C# server loads its C ABI directly.
## Run
Packaged Windows:
```bat
CommonwealthOnline.Server.exe serve --config commonwealth-server.json
```
Packaged Linux:
```bash
./CommonwealthOnline.Server serve --config commonwealth-server.json
```
Source checkout:
```bash
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:
```bash
dotnet run --project CommonwealthOnline.Server.csproj -- config init commonwealth-server.json
```
Existing field names remain supported:
```json
{
"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
```bash
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 replaces the old scripted fake clients:
```bash
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.
- `transform` and `npcState` are 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:
```bash
dotnet publish CommonwealthOnline.Server.csproj -c Release -r linux-x64 --self-contained true -p:PublishSingleFile=true -o publish/linux-x64
```
Windows self-contained:
```bat
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.