Lakona.Game.Server
0.18.2
See the version list below for details.
dotnet add package Lakona.Game.Server --version 0.18.2
NuGet\Install-Package Lakona.Game.Server -Version 0.18.2
<PackageReference Include="Lakona.Game.Server" Version="0.18.2" />
<PackageVersion Include="Lakona.Game.Server" Version="0.18.2" />
<PackageReference Include="Lakona.Game.Server" />
paket add Lakona.Game.Server --version 0.18.2
#r "nuget: Lakona.Game.Server, 0.18.2"
#:package Lakona.Game.Server@0.18.2
#addin nuget:?package=Lakona.Game.Server&version=0.18.2
#tool nuget:?package=Lakona.Game.Server&version=0.18.2
Lakona.Game.Server
Lakona.Game.Server is the server hosting package for Lakona game applications.
It wires together RPC hosting, game sessions, reliable push, actor-backed state,
runtime validation, and optional cluster-facing helpers.
Use this package in the server process that accepts game client connections or hosts game-side services.
Install
dotnet add package Lakona.Game.Server
Run A Game Server
using Lakona.Game.Server.Hosting;
return await LakonaGameServer.RunAsync(args);
LakonaGameServer.RunAsync() registers the default in-memory session services,
reliable push services, actor runtime, health checks, runtime validation,
hotfix loading, and RPC listeners derived from Lakona:Endpoints[]. Replace the
default stores when sessions or pending push records must survive process
restarts.
Configure client-facing endpoints in appsettings.json:
{
"Lakona": {
"Node": {
"Id": "dev-1"
},
"Endpoints": [
{
"Transport": "websocket",
"Serializer": "memorypack",
"Host": "127.0.0.1",
"Port": 20000,
"Path": "/ws",
"ReliablePush": true,
"RpcServices": [ "login", "player" ]
}
],
"Sessions": {
"ResumeWindowSeconds": 60
}
}
}
Transport, serializer, acceptor, and generated service binding are managed by
the framework from endpoint configuration. Application Program.cs should not
hand-write transport or serializer constructors.
The node-to-node cluster serializer is selected with
Lakona:Cluster:Serializer; when Lakona:Cluster is omitted, the server uses
the default one-node cluster endpoint and memorypack. Do not configure
cluster RPC by calling UseSerializer directly in the game server host; keep
client-facing endpoint serializers under Lakona:Endpoints[]:Serializer and
the cluster serializer under Lakona:Cluster:Serializer.
Reliable push is off unless an endpoint explicitly sets ReliablePush: true.
The endpoint policy is fixed for the lifetime of a Game Session and is sent to
the client during handshake. Lakona:Sessions:ResumeWindowSeconds is the
single retention window for disconnected Game Sessions and their unacknowledged
push records; it defaults to 60 seconds. The built-in stores are process-local,
so resume targets the same gateway and does not provide distributed redirect.
Actor-only process-local hosts use InMemoryActorDirectory by default. In a
cluster, the configured seed owns the ephemeral actor directory and remote
nodes use Lakona:Cluster:Seeds to reach it; no additional actor-directory
configuration or discovery label is required or advertised. Restarting the
seed may clear actor ownership records. Persistent or highly available actor
ownership is not provided.
Observability
Lakona emits logs, metrics, and traces through standard .NET diagnostics:
ILogger, Meter, and ActivitySource.
Local admin diagnostics are disabled by default. Enable them explicitly with
Lakona:Observability:LocalAdmin:Enabled=true for processes that should expose
loopback diagnostics routes on the health HTTP listener.
Diagnostics routes share the health HTTP port (default 20080) and include
/_lakona/diagnostics/summary, /_lakona/diagnostics/events, and
/_lakona/diagnostics/netstat.
For a task-oriented guide, see Use Lakona Observability.
Use Actors
Actors are process-local state owners with mailbox-ordered execution. State for one actor is processed sequentially, so actor fields usually do not need locks.
using Lakona.Game.Cluster;
using Lakona.Game.Server.Actors;
using Lakona.Game.Server.Hotfix.Abstractions;
using Microsoft.Extensions.DependencyInjection;
public readonly record struct RoomId(string Value);
[ActorName("room")]
public sealed class RoomActor : Actor<RoomId>
{
internal readonly HashSet<long> JoinedPlayers = new();
}
public sealed class JoinRoomRequest
{
public long PlayerId { get; init; }
}
public sealed class JoinRoomReply
{
public int PlayerCount { get; init; }
}
// In Server.Hotfix:
[HotfixBehaviorOf(typeof(RoomActor))]
public static partial class RoomBehavior
{
public static ValueTask<JoinRoomReply> JoinAsync(
this RoomActor room,
JoinRoomRequest request,
CancellationToken cancellationToken = default)
{
room.JoinedPlayers.Add(request.PlayerId);
return new ValueTask<JoinRoomReply>(
new JoinRoomReply
{
PlayerCount = room.JoinedPlayers.Count
});
}
}
var rooms = provider.GetRequiredService<RoomActors>();
var roomId = new RoomId("alpha");
var request = new JoinRoomRequest { PlayerId = 10001 };
var routed = await rooms.Route(roomId).CallAsync(
RoomBehavior.JoinAsync,
request,
cancellationToken);
var localOnly = await rooms.Local(roomId).CallAsync(
RoomBehavior.JoinAsync,
request,
cancellationToken);
Public methods on RoomBehavior declare the generated actor ref call surface
and own the implementation that runs inside the actor turn.
Stable app generator support emits actor selector types with Local(id) and
Route(id) selectors for Actor<TKey> classes. Generated refs expose generic
CallAsync(Behavior.MethodAsync, request, cancellationToken) for request/reply
calls and PostAsync(Behavior.MethodAsync, request, cancellationToken) for
fire-and-forget dispatch after placement is explicit.
Seed transport failures, actor-directory serialization or deserialization
failures, and seed unavailability surface as
ActorDirectoryUnavailableException. Explicit caller cancellation remains an
OperationCanceledException rather than being wrapped.
Advanced Local Actor Runtime
IActorRuntime remains public for generated code, framework-owned boundary
services, tests, diagnostics, and rare node-local escape hatches. It is
process-local: it does not resolve actor directory placement and it does not
route to another node. Business code should prefer generated selectors so local
versus distributed actor intent stays visible.
Use TryTell only when a framework boundary must fail fast on local mailbox
pressure. Use ActorHosting, mailbox metrics, and state queries for explicit
actor management and diagnostics rather than ordinary gameplay calls.
Sessions And Push
ILakonaGameServer is the high-level entry point for game sessions, typed
callback binding, and session lifecycle. Publish callback intent through
IClientNotifications; reliable push sequencing, replay, and acknowledgements
are framework protocol details.
using Lakona.Game.Abstractions;
using Lakona.Game.Server;
public sealed class MatchPushService
{
private readonly ILakonaGameServer _server;
private readonly IClientNotifications _notifications;
public MatchPushService(
ILakonaGameServer server,
IClientNotifications notifications)
{
_server = server;
_notifications = notifications;
}
public ValueTask<GameSessionKey> LoginAsync(
string playerId,
string connectionId,
IPlayerCallback callback,
CancellationToken cancellationToken)
{
return _server.StartSessionAsync(playerId, connectionId, callback, cancellationToken);
}
public ValueTask<ClientNotificationStatus> PublishMatchedAsync(
GameSessionKey session,
MatchmakingStatusUpdate update,
CancellationToken cancellationToken)
{
return _notifications
.ForSession(session)
.NotifyAsync<IPlayerCallback>(
callback => callback.OnMatchmakingStatus(update),
cancellationToken);
}
}
Use IGameSessionResumeService when reconnects need token validation or an
authoritative state check. Lakona does not define account models, room rules,
matchmaking policy, persistence schema, or gameplay DTOs.
Optional Runtime Capabilities
- Runtime validation: expose
/_lakona/health/liveand/_lakona/health/readythroughLakona:Health:Http. - Message recording: configure the framework default recorder to store recent actor dispatch records in an in-memory ring buffer.
- Cluster notifications: use
IClientNotificationsfrom business nodes; the framework sends serializable callback commands to the gateway that owns the session. - Startup service groups: register
RegisterStartup<TActor,TKey>(selector)in a hotfix startup method marked[HotfixConfigureActors]; every capableActorHostsnode starts one ready replica. - Hotfix timers: use
LakonaTimer.CreateOnceTimerAsync<TCallback, TArgs>orLakonaTimer.CreatePeriodicTimerAsync<TCallback, TArgs>from[ActorStart], store the returnedTimerIdin stable actor state, and callLakonaTimer.DestroyTimerAsync(timerId, call.CleanupCancellationToken)from[ActorStop].
Actor Runtime Configuration
builder.Services.AddLakonaGameServerActors(options =>
{
options.MailboxCapacity = 4096;
options.SlowMessageThreshold = TimeSpan.FromSeconds(1);
options.CallTimeout = TimeSpan.FromSeconds(30);
});
Actor ids are application-owned strings. Pick stable names such as
player/alice, room/alpha, or match/2026-06-17-001 when other services need
to address the same actor.
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. 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. |
-
net10.0
- Lakona.Game.Abstractions (>= 0.2.7)
- Lakona.Game.Cluster (>= 0.5.0)
- Lakona.Game.Cluster.Rpc (>= 0.4.0)
- Lakona.Game.Cluster.Rpc.MemoryPack (>= 0.3.0)
- Lakona.Game.Cluster.Sql (>= 0.4.0)
- Lakona.Game.Server.Hotfix (>= 0.8.0)
- Lakona.Rpc.Serializer.Json (>= 0.11.2)
- Lakona.Rpc.Serializer.MemoryPack (>= 0.11.3)
- Lakona.Rpc.Server (>= 0.13.8)
- Lakona.Rpc.Transport.Kcp (>= 0.11.16)
- Lakona.Rpc.Transport.Tcp (>= 0.11.7)
- Lakona.Rpc.Transport.WebSocket (>= 0.11.9)
- Microsoft.Extensions.Hosting (>= 10.0.0)
- Microsoft.Extensions.Hosting.Abstractions (>= 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.
| Version | Downloads | Last Updated |
|---|---|---|
| 0.25.6 | 0 | 7/24/2026 |
| 0.25.4 | 0 | 7/24/2026 |
| 0.25.2 | 0 | 7/24/2026 |
| 0.25.0 | 0 | 7/23/2026 |
| 0.24.2 | 66 | 7/23/2026 |
| 0.24.1 | 74 | 7/22/2026 |
| 0.24.0 | 86 | 7/22/2026 |
| 0.23.1 | 80 | 7/21/2026 |
| 0.23.0 | 75 | 7/21/2026 |
| 0.22.0 | 103 | 7/19/2026 |
| 0.21.0 | 91 | 7/17/2026 |
| 0.18.15 | 90 | 7/16/2026 |
| 0.18.13 | 97 | 7/15/2026 |