Lakona.Game.Client 0.3.2

dotnet add package Lakona.Game.Client --version 0.3.2
                    
NuGet\Install-Package Lakona.Game.Client -Version 0.3.2
                    
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.Client" Version="0.3.2" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Lakona.Game.Client" Version="0.3.2" />
                    
Directory.Packages.props
<PackageReference Include="Lakona.Game.Client" />
                    
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.Client --version 0.3.2
                    
#r "nuget: Lakona.Game.Client, 0.3.2"
                    
#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.Client@0.3.2
                    
#: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.Client&version=0.3.2
                    
Install as a Cake Addin
#tool nuget:?package=Lakona.Game.Client&version=0.3.2
                    
Install as a Cake Tool

Lakona.Game.Client

Lakona.Game.Client contains reusable engine-neutral Game client primitives. Generated game projects use a project-specific Rpc.Generated.LakonaGameClient as the public entry point. The fixed package type is LakonaGameClientCore, which owns framework handshake state, reliable push state, heartbeat state, and session snapshots.

The library does not depend on Unity, Godot, or any transport package. Game clients remain responsible for choosing their transport, dispatching callbacks onto the engine main thread, and applying business-specific payloads.

Generated Client Entry Point

Generated game projects should use their generated wrapper as the single connection entry point:

using Rpc.Generated;

await using var gameClient = new LakonaGameClient(options, callbackReceiver);
await gameClient.ConnectAsync(cancellationToken);

var login = gameClient.Api.Shared.Login;
var reply = await login.LoginAsync(new LoginRequest { PlayerName = name });
await gameClient.StartSessionAsync(
    reply.SessionId,
    reply.SessionGeneration,
    cancellationToken);

ConnectAsync owns the framework handshake and heartbeat startup. StartSessionAsync tells the framework which server-issued session is active; reliable push replay and acknowledgements remain framework protocol details. Business RPC services are exposed through gameClient.Api.

Core Client Primitive

Use LakonaGameClientCore directly only when you are building a custom client wrapper instead of using generated Rpc.Generated.LakonaGameClient.

The core primitive owns framework handshake state, resolved server capabilities, heartbeat state, reliable push client state, and connection snapshots. It does not expose business services; generated wrappers expose business services through gameClient.Api.

Normal clients should not call reliable-push ack RPCs. The generated wrapper uses the framework protocol negotiated by handshake. If the server disables reliable push, the wrapper keeps the same public callback path and treats notifications as immediate best-effort delivery.

Engine-neutral session state

ClientSessionController is a pure state helper. Unity, Godot, and plain .NET clients can render their own UI from the snapshot without the framework touching engine APIs or dispatchers.

using Lakona.Game.Client.Sessions;

var controller = new ClientSessionController();
controller.StartSession(sessionId);
controller.MarkReconnecting();

if (controller.Snapshot.Phase == ClientSessionPhase.Reconnecting)
{
    // Render reconnecting UI until the generated client wrapper reports ready again.
}
Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
.NET Core netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.1 is compatible. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos 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

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Version Downloads Last Updated
0.3.2 105 6/27/2026