Lakona.Game.Cluster
0.5.6
dotnet add package Lakona.Game.Cluster --version 0.5.6
NuGet\Install-Package Lakona.Game.Cluster -Version 0.5.6
<PackageReference Include="Lakona.Game.Cluster" Version="0.5.6" />
<PackageVersion Include="Lakona.Game.Cluster" Version="0.5.6" />
<PackageReference Include="Lakona.Game.Cluster" />
paket add Lakona.Game.Cluster --version 0.5.6
#r "nuget: Lakona.Game.Cluster, 0.5.6"
#:package Lakona.Game.Cluster@0.5.6
#addin nuget:?package=Lakona.Game.Cluster&version=0.5.6
#tool nuget:?package=Lakona.Game.Cluster&version=0.5.6
Lakona.Game.Cluster
Lakona.Game.Cluster contains optional explicit cluster routing contracts for
Lakona.Game.
This package is intentionally small. It defines node identity, node-directory abstractions, route identity, generation-aware route locations, message envelopes, route directory abstractions, router abstractions, a loopback messenger, and in-memory implementations for tests or local single-process validation.
Diagnostics are exposed through the Lakona.Game.Cluster Meter and
ActivitySource. Metrics use low-cardinality tags such as stage, status,
delivery, and message kind.
It does not provide a production network adapter, Redis-specific state,
external platform discovery bindings, remote actor proxies, actor migration, or
durable route state. RPC-specific clients, binders, and fixed TCP + MemoryPack
transport behavior live inside Lakona.Game.Server.
Actor route helpers produce route keys from application-chosen actor ids only. They do not encode node ids, endpoints, execution lanes, or local actor-kernel scheduler internals.
Route locations include a route generation, node epoch, endpoint, lease expiration, and metadata. In-memory registration rejects stale generations and older node epochs, and lease refresh requires the caller to present the matching route owner. This keeps restarted nodes and moved route owners from accidentally reviving old ownership.
Cluster Configuration
Runtime configuration uses the application Lakona root. Static settings tell a
node its own identity, which actor kinds it may host, which client
endpoints to expose, which cluster endpoint to advertise, and which seed
endpoints can reach the cluster directory. The live cluster view comes from the
node directory.
In Lakona.Game cluster terminology, a node is one .NET server process. Machine, process, and node are treated as the same deployment unit. Actor hosting capability is configured inside a node. A development node can host all actor kinds in one process, while production can split actor kinds across several nodes without changing route or messaging code.
All-In-One Development Node
{
"Lakona": {
"Node": {
"Id": "dev-1"
},
"ActorHosts": [ "room", "matchmaking", "leaderboard" ],
"Endpoints": [
{
"Transport": "websocket",
"Serializer": "json",
"Host": "127.0.0.1",
"Port": 20000,
"Path": "/ws",
"RpcServices": [ "login", "player" ]
},
{
"Transport": "kcp",
"Serializer": "json",
"Host": "127.0.0.1",
"Port": 20001,
"RpcServices": [ "battle" ]
}
],
"Cluster": {
"Endpoint": "tcp://127.0.0.1:21000",
"Serializer": "json",
"Seeds": [ "tcp://127.0.0.1:21000" ],
"RouteLeaseSeconds": 30
}
}
}
This layout is for local development and smoke tests. The node-directory and route-directory implementations are ordinary DI services supplied by the game server process or project configuration. Their storage can be in-memory for local validation.
Split Production Nodes
{
"Lakona": {
"Node": {
"Id": "data-1"
},
"ActorHosts": [ "matchmaking", "leaderboard" ],
"Cluster": {
"Endpoint": "tcp://10.0.0.1:21001",
"Seeds": [ "tcp://10.0.0.1:21001" ],
"RouteLeaseSeconds": 30
}
}
}
{
"Lakona": {
"Node": {
"Id": "gateway-1"
},
"ActorHosts": [],
"Endpoints": [
{
"Transport": "websocket",
"Serializer": "json",
"Host": "0.0.0.0",
"AdvertisedHost": "gateway-1",
"Port": 20000,
"Path": "/ws",
"RpcServices": [ "login", "player" ]
}
],
"Cluster": {
"Endpoint": "tcp://10.0.0.2:21002",
"Seeds": [ "tcp://10.0.0.1:21001" ]
}
}
}
The nodes above join the same ephemeral replicated control plane through their
seed endpoints. The gateway node hosts no application actors because
ActorHosts is empty, but it still exposes client RPC services and a
node-to-node cluster endpoint.
Startup service groups are declared in hotfix code. Every node whose
ActorHosts includes the actor kind starts one replica and advertises a ready
descriptor through the node directory. Replica state is node-local.
Every node that configures Lakona:Cluster:Endpoint must listen on that
endpoint. Framework-owned cluster endpoint hosting binds node-directory RPC,
route-directory RPC, notification relay, and remote actor dispatch when the
corresponding local services are registered in DI.
Lakona.Game.Server supplies one framework-owned node-to-node channel using
TCP and MemoryPack. This is separate from endpoint-local client RPC serializer
names. Cluster peers negotiate lakona.cluster.memorypack.v1 before RPC starts.
Node Directory Storage
The core package includes transport-neutral node-directory contracts and an in-memory implementation for local validation. Under replicated hosting, directory reads are projections of the locally replicated membership snapshot; they do not query a database or seed endpoint.
Framework-owned membership and route state is intentionally ephemeral. Product state that must survive cluster loss belongs in application-owned persistence, outside the cluster directory contracts.
Route Key Conventions
ClusterActorRouteKeys provides standard route key helpers:
ForActor("player/alice")→ route key"actor:player/alice"for actor-targeted messages.ForReply(nodeId)→ route key"actor-reply:<nodeId>"for reply messages used byRemoteActorGateway.
These are conventions, not protocol requirements. Projects can define their own route key schemes.
| Product | Versions 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. |
-
.NETStandard 2.1
- System.Diagnostics.DiagnosticSource (>= 10.0.0)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
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