chore: retarget server to .NET 10 and update stack docs
- NeonSprawl.Server: net8.0 -> net10.0 - README, tech_stack, server README, vision plan: .NET 8 -> .NET 10 Made-with: Cursorpull/2/head
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| Area | Choice |
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|------|--------|
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| Client | **Godot 4.x** (GDScript) |
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| Game server | **C# / .NET 8** (ASP.NET Core), **PostgreSQL**, **Protobuf** (JSON OK for earliest spike) |
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| Game server | **C# / .NET 10** (ASP.NET Core), **PostgreSQL**, **Protobuf** (JSON OK for earliest spike) |
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| Content | **JSON/YAML** + **JSON Schema** in CI |
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Full rationale and constraints: [`docs/architecture/tech_stack.md`](docs/architecture/tech_stack.md).
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**Constraints from product vision:** Solo operator, server-authoritative critical paths, fixed isometric 3D client, tab-target combat, data-driven skills/items/recipes/quests, optional PvP zones, eventual scale-out (not day one).
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**Server runtime (locked):** **C# / .NET 8** — primary author has ~10 years C# experience; authoritative game logic, persistence, and ops stay in this stack.
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**Server runtime (locked):** **C# / .NET 10** — primary author has ~10 years C# experience; authoritative game logic, persistence, and ops stay in this stack.
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**Client scripting (locked):** **GDScript** in Godot—fast iteration, native engine integration; server remains the only **C#** game-logic surface.
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| Layer | Choice | Role |
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|--------|--------|------|
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| Game client | **Godot 4.x** + **GDScript** | Rendering, input, camera, local prediction (if any), UI, telemetry emit |
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| Game server | **C# / .NET 8** (ASP.NET Core) | Authoritative simulation, zones, combat/crafting resolution, persistence boundaries |
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| Game server | **C# / .NET 10** (ASP.NET Core) | Authoritative simulation, zones, combat/crafting resolution, persistence boundaries |
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| RPC / messages | **Protobuf** (or **JSON** for earliest spike only) | Versioned contracts between client and server |
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| Primary database | **PostgreSQL** | Characters, inventory, progression, economy ledger, idempotent transactions |
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| Cache / presence (when needed) | **Redis** | Sessions, rate limits, hot read models—**defer** until second scaling pain |
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- **Unreal** for this phase unless art direction *requires* it.
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## Server: C# (.NET 8)
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## Server: C# (.NET 10)
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**Why**
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@ -118,7 +118,7 @@ These decisions heavily affect architecture and content pipelines and should be
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**Decision record:** [`docs/architecture/tech_stack.md`](docs/architecture/tech_stack.md)
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- **Client:** Godot 4.x — isometric 3D presentation, intents to server, no client-authoritative economy or combat outcomes.
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- **Game server:** **C# / .NET 8** (ASP.NET Core)—authoritative simulation, PostgreSQL, Protobuf (JSON acceptable for earliest spike). Locked: operator primary language for backend.
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- **Game server:** **C# / .NET 10** (ASP.NET Core)—authoritative simulation, PostgreSQL, Protobuf (JSON acceptable for earliest spike). Locked: operator primary language for backend.
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- **Content:** JSON/YAML + schema validation in CI; shared definitions drive skills, items, recipes, quests.
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- **Plan B:** Unity client if the art pipeline warrants it; **server remains C#** for continuity.
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<Project Sdk="Microsoft.NET.Sdk.Web">
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<PropertyGroup>
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<TargetFramework>net8.0</TargetFramework>
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<TargetFramework>net10.0</TargetFramework>
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<Nullable>enable</Nullable>
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<ImplicitUsings>enable</ImplicitUsings>
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<RootNamespace>NeonSprawl.Server</RootNamespace>
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# Game server (`NeonSprawl.Server`)
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ASP.NET Core **.NET 8** host for authoritative simulation (prototype: HTTP + health only).
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ASP.NET Core **.NET 10** host for authoritative simulation (prototype: HTTP + health only).
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## Run
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