ULinkGame.Server.Hotfix 0.1.1

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dotnet add package ULinkGame.Server.Hotfix --version 0.1.1
                    
NuGet\Install-Package ULinkGame.Server.Hotfix -Version 0.1.1
                    
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="ULinkGame.Server.Hotfix" Version="0.1.1" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="ULinkGame.Server.Hotfix" Version="0.1.1" />
                    
Directory.Packages.props
<PackageReference Include="ULinkGame.Server.Hotfix" />
                    
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 ULinkGame.Server.Hotfix --version 0.1.1
                    
#r "nuget: ULinkGame.Server.Hotfix, 0.1.1"
                    
#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 ULinkGame.Server.Hotfix@0.1.1
                    
#: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=ULinkGame.Server.Hotfix&version=0.1.1
                    
Install as a Cake Addin
#tool nuget:?package=ULinkGame.Server.Hotfix&version=0.1.1
                    
Install as a Cake Tool

ULinkGame.Server.Hotfix

Runtime loader and dispatch infrastructure for server-side ULinkGame hotfix assemblies.

This package keeps reload mechanics separate from actor runtime, sessions, transports, and gameplay code.

Design model

ULinkGame hotfix separates stable state from replaceable logic:

stable actor or state object + reloadable static system methods

Actors, room loops, timers, persistence, RPC contracts, transports, and long-lived mutable state stay in stable assemblies. Hotfix assemblies contain stateless business rules that operate on stable state objects. A reload replaces the runtime dispatch table; it does not replace existing actor or state instances.

Hotfix systems should return stable DTOs that describe what happened. Stable runtime code should perform side effects such as persistence writes, leaderboard updates, session cleanup, logging, and network pushes.

Reload uses next-entry semantics: a method already executing keeps the version it resolved, while the next dispatch call sees the new table after a successful reload. If reload fails, the previous dispatch table remains active.

Server hotfix flow

Stable code owns state:

[HotfixState]
public partial class PlayerActor : Actor
{
    private int level;
    private int exp;
}

Hotfix code owns behavior:

[FriendOf(typeof(PlayerActor))]
[HotfixSystemOf(typeof(PlayerActor))]
public static class PlayerActorSystem
{
    public static void AddExp(this PlayerActor self, int amount)
    {
        var exp = self.__hotfix_exp();
    }
}

Reload with IHotfixManager.ReloadAsync(). Reload failure keeps the previous dispatch table active.

Use AddULinkGameHotfix(...) to register a source such as CurrentDirectoryHotfixAssemblySource, and pass stable assembly names as shared assemblies so hotfix systems operate on the same state types as the running server. AddULinkGameHotfixFileWatcher(...) can be added when a host should reload after hotfix DLL changes.

First-version boundaries

The first implementation uses one process-global dispatch table. Treat it as one hotfix domain per server process; do not register unrelated hotfix managers that should carry independent behavior in the same process.

Generated friend accessors are public members on [HotfixState] partial types because the hotfix assembly must be able to call them across an assembly boundary. [FriendOf] is metadata and convention for hotfix systems, not a CLR security boundary. Only mark stable state types where exposing generated __hotfix_ accessors is acceptable, and keep sensitive runtime internals outside those state types.

Full generated call wrappers are staged. The current runtime supports generated accessors and HotfixDispatch.Invoke(...); stable code should provide explicit wrapper methods such as TickWithHotfix(...) or SettleMatch(...) at hotfix entry points.

State shape changes, protocol changes, serializer changes, persistent schema changes, and actor runtime changes are not hotfixes. Deploy or migrate stable assemblies for those changes.

Product 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. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

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