SetNet.Inventory 1.2.0

dotnet add package SetNet.Inventory --version 1.2.0
                    
NuGet\Install-Package SetNet.Inventory -Version 1.2.0
                    
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="SetNet.Inventory" Version="1.2.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="SetNet.Inventory" Version="1.2.0" />
                    
Directory.Packages.props
<PackageReference Include="SetNet.Inventory" />
                    
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 SetNet.Inventory --version 1.2.0
                    
#r "nuget: SetNet.Inventory, 1.2.0"
                    
#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 SetNet.Inventory@1.2.0
                    
#: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=SetNet.Inventory&version=1.2.0
                    
Install as a Cake Addin
#tool nuget:?package=SetNet.Inventory&version=1.2.0
                    
Install as a Cake Tool

<p align="center"> <img src="https://raw.githubusercontent.com/Povstalez/SetNet/master/assets/icon.png" alt="SetNet" width="96"> </p>

SetNet.Inventory

Server-authoritative player inventory for SetNet.

The server owns every item. Game logic grants and revokes stackable items by player key (online or not); connected clients can read their inventory and subscribe to changes but never mutate it directly. The atomic take-if-enough primitive (TryRevokeAsync) is what makes safe trading and mail attachments possible — SetNet.Trade and SetNet.Mail move items through this same hub. Added by composition — no base class.

Install

dotnet add package SetNet
dotnet add package SetNet.Inventory

Usage

Call InventoryRuntime.Enable() once at startup on both ends (before handler discovery).

Server — the authority:

InventoryRuntime.Enable();
var inventory = server.UseInventory();   // + optional IInventoryStore / InventoryOptions

// from game logic (a quest reward, a purchase, a drop):
await inventory.GrantAsync(playerKey, "gold", 100);
bool paid = await inventory.TryRevokeAsync(playerKey, "gold", 100);   // false if they can't afford it

Client — read and react:

InventoryRuntime.Enable();
var inventory = client.UseInventory();
inventory.Changed += stacks => Redraw(stacks);

foreach (var s in await inventory.GetAsync())
    Console.WriteLine($"{s.Count} × {s.ItemId}");

API

Server: server.UseInventory(IInventoryStore?, InventoryOptions?)InventoryServer

Member Purpose
GrantAsync(playerKey, itemId, count) add items (pushes a snapshot if the player is online)
Task<bool> TryRevokeAsync(playerKey, itemId, count) atomic remove; false if insufficient
GetAsync(playerKey) current stacks
KeyOf(peer) / PeerFor(playerKey) / PushAsync(playerKey) identity + online helpers (used by trade/mail)
Store the backing IInventoryStore

Client: var inventory = client.UseInventory()InventoryClientGetAsync(), event Changed.

Options: InventoryOptions.PlayerKey maps a peer to its stable key (default = connection id — override to the authenticated account id so inventories survive reconnects).

InventoryRuntime.Enable() — one-time bootstrap.

Notes

  • Rides the unified SetNet.Protocol messaging layer on the Channels.Inventory channel (all modules share one envelope wire type, 65447) — no per-module wire ids to reserve. Serializer-agnostic: the control protocol is hand-framed byte[], your payloads use your SetNetSerializer.
  • Stackable by item id. A stack is (ItemId, Count). Per-instance data (unique weapons, durability) is out of scope — encode it into the item id ("sword#<uuid>") so each instance is its own non-stacking stack.
  • Use a stable player key. The default key is the connection id, which changes on reconnect. With SetNet.Auth, set PlayerKey to the authenticated account id so inventories persist and follow the player across nodes.
  • Persistence. The default MemoryInventoryStore is per-process. Implement IInventoryStore over Redis/SQL for durability and cluster sharing — keep TryRevokeAsync atomic (it's the anti-dupe guarantee).

Documentation & source

License

MIT

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.
  • .NETStandard 2.1

NuGet packages (10)

Showing the top 5 NuGet packages that depend on SetNet.Inventory:

Package Downloads
SetNet.Quests

Server-authoritative quests for SetNet: define quests with objectives and item rewards; game logic reports progress by objective key (fanned out to every accepted quest), a QuestCompleted event fires on completion, and rewards are granted on claim through SetNet.Inventory. server.UseQuests(inventory).Define(quest) + client.UseQuests(). Pluggable IQuestStore. Depends on SetNet + SetNet.Inventory.

SetNet.Mail

In-game mail for SetNet: send messages with item attachments to players who may be offline; attachments are escrowed from the sender's inventory at send time and granted to the recipient on claim (no dupes, no loss). server.UseMail(store, inventory) + client.UseMail() → send/list/read/claim/delete + push on arrival. Pluggable IMailStore. Depends on SetNet + SetNet.Inventory.

SetNet.Equipment

Server-authoritative equipment for SetNet: define your own slot schema (head, weapon, ring1/ring2, whatever — with per-slot accept rules), equip/unequip items pulled from SetNet.Inventory, and have each equipped item apply stat modifiers to the wearer's SetNet.Stats StatSet (so gear changes attack power, defense, speed, …). Clients equip/unequip and read the loadout; changes push. Rides the unified protocol. Depends on SetNet + SetNet.Stats + SetNet.Inventory.

SetNet.Trade

Player-to-player item trading for SetNet: server-authoritative two-party escrow with a two-phase (ready → confirm) lock that stops last-second offer swaps, and an atomic cross-swap through SetNet.Inventory that rolls back if either side's holdings changed. server.UseTrade(inventory) + client.UseTrade(). Depends on SetNet + SetNet.Inventory.

SetNet.Loot

Server-authoritative weighted loot tables for SetNet: define drop tables (guaranteed + weighted draws), roll them server-side (clients never see weights/RNG), and grant results through SetNet.Inventory. server.UseLoot(inventory).Define(table).RollAndGrantAsync(...); gated client OpenAsync for loot boxes. Depends on SetNet + SetNet.Inventory.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last Updated
1.2.0 393 8/5/2026