Meatcorps.Engine.Arcade 0.1.17-preview.19

This is a prerelease version of Meatcorps.Engine.Arcade.
There is a newer prerelease version of this package available.
See the version list below for details.
dotnet add package Meatcorps.Engine.Arcade --version 0.1.17-preview.19
                    
NuGet\Install-Package Meatcorps.Engine.Arcade -Version 0.1.17-preview.19
                    
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="Meatcorps.Engine.Arcade" Version="0.1.17-preview.19" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="Meatcorps.Engine.Arcade" Version="0.1.17-preview.19" />
                    
Directory.Packages.props
<PackageReference Include="Meatcorps.Engine.Arcade" />
                    
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 Meatcorps.Engine.Arcade --version 0.1.17-preview.19
                    
#r "nuget: Meatcorps.Engine.Arcade, 0.1.17-preview.19"
                    
#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 Meatcorps.Engine.Arcade@0.1.17-preview.19
                    
#: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=Meatcorps.Engine.Arcade&version=0.1.17-preview.19&prerelease
                    
Install as a Cake Addin
#tool nuget:?package=Meatcorps.Engine.Arcade&version=0.1.17-preview.19&prerelease
                    
Install as a Cake Tool

Meatcorps.Engine.Arcade

Multiplayer session and point management for arcade cabinet games. Handles player check-in/out, point deduction and submission, and game state broadcasting via MQTT to a central arcade server.

Concepts

Type Description
ArcadeGame Metadata for your game (code, name, price, max players)
ArcadeGameSystem Live session manager — tracks checked-in players, manages points over MQTT
FallbackArcadeSystem Local dev replacement — simulates players without a real arcade server
IArcadePointsMutator Interface for reading and mutating player points
IPlayerCheckin Interface for querying player session state

Setup

Requires Meatcorps.Engine.MQTT to be loaded first. Define your game metadata and load the module:

var mqttModule = MQTTModule.Load();

var game = new ArcadeGame
{
    Code = 1,
    Name = "My Game",
    Description = "A short description",
    PricePoints = 100,
    MaxPlayers = 2,
};

GlobalObjectManager.ObjectManager.Register(game);
ArcadeGameSystemModule.Load(game, mqttModule);

ArcadeGameSystemModule.Load registers IArcadePointsMutator, IPlayerCheckin, and the ArcadeGameSystem background service into the global ObjectManager.

Resolving in a scene

var points   = SceneObjectManager.Get<IArcadePointsMutator>()!;
var checkin  = SceneObjectManager.Get<IPlayerCheckin>()!;

Working with points

// Deduct the game's entry price from player 1 (returns false if insufficient points)
if (points.RequestPoints(player: 1))
{
    // player paid — start the round
}

// Deduct a custom amount
if (points.RequestPoints(player: 1, points: 50))
{
    // deducted 50 points
}

// Award points to player 1
points.SubmitPoints(player: 1, points: 200);

// Read current balance
int balance = points.GetPoints(player: 1);

Checking player session state

if (checkin.IsPlayerCheckedIn(player: 1, out string name))
{
    Console.WriteLine($"Player 1 is {name}");
}

string displayName = checkin.GetPlayerName(player: 1);

Local development (no arcade server)

Use FallbackArcadeSystem instead of ArcadeGameSystemModule during local development. It simulates players with a configurable starting balance, no MQTT required:

GlobalObjectManager.ObjectManager.Register(game);

var fallback = new FallbackArcadeSystem(maxPlayers: 2, startingPoints: 3000);
GlobalObjectManager.ObjectManager.Register<IArcadePointsMutator>(fallback);
GlobalObjectManager.ObjectManager.Register<IPlayerCheckin>(fallback);
GlobalObjectManager.ObjectManager.Add<IBackgroundService>(fallback);

Notes

  • Player indices are 1-based (player: 1, player: 2, etc.).
  • ArcadeGameSystem automatically kicks excess players if MaxPlayers is exceeded on check-in.
  • The server URL defaults to http://localhost:8080/ and can be overridden via config key ArcadeGame > ServerUrl.

License

MIT License See LICENSE for details.

Product Compatible and additional computed target framework versions.
.NET net8.0 is compatible.  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. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages (1)

Showing the top 1 NuGet packages that depend on Meatcorps.Engine.Arcade:

Package Downloads
Meatcorps.Engine.Arcade.RayLib

Meatcorps.Engine is a lightweight, code-first game framework built on top of Raylib. This is the Arcade RayLib extension package

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Version Downloads Last Updated
0.1.17-preview.22 0 3/9/2026
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0.1.17-preview.20 30 3/5/2026
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