f5d826113017043d6d08b46debfbc77a6b77f15b
Add a small injected ServerTuning seam (production defaults unchanged; ServerRuntime still constructs the server without it) so end-to-end cases can use short timeouts and a wider local connect budget. New real-transport acceptance cases: - impossible movement rejected, position-corrected, and not relayed - self-targeted combat hit rejected and not routed - independent populated scopes receive independent NPC authorities - a stale/wrong NPC authority epoch is rejected over transport - idle timeout closes a stale active session - multi-client no-cross-cell-spam scaled to 16 clients (widened local connect budget) 16/16 pass on real sockets, deterministic across repeated runs.
Commonwealth Online — Server & Host
The dedicated server and its host GUI for Commonwealth Online (Fallout 4 multiplayer). Everything now builds on one .NET 8 toolchain.
Components
server/— the dedicated relay server (CommonwealthOnline.Server, a .NET 8 console app). Run it withserver/start.sh/server/start.bat, orCommonwealthOnline.Server serve.host/— the Avalonia cross-platform host GUI: start/stop the server, edit config, watch the log, and manage players (kick/ban). Replaces the former Qt/C++ host.
Quick start — server
cd server
./start.sh # Linux / macOS
start.bat # Windows
Needs the .NET 8 runtime (or the SDK for a source checkout). Allow TCP 7777
(and optionally UDP 7778 for LAN discovery) through the firewall. 0.0.0.0
is a bind address, not the address players join.
Quick start — host GUI
dotnet run --project host/CommonwealthOnline.Host.csproj
Build
dotnet build server/CommonwealthOnline.Server.csproj -c Release
dotnet build host/CommonwealthOnline.Host.csproj -c Release
The Qt/C++ host and its CMake build were retired in favour of the Avalonia host.
SETUP.md/DEVELOPMENT.md/DEPLOYMENT.mdare from the Qt era and are pending a refresh.
Releases
2
Server 1.0.1 Release
Latest
Languages
Python
72.3%
C++
17.5%
Batchfile
5.5%
Shell
3.5%
CMake
1.2%