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ReadyM Core SDK

Game-agnostic runtime that ReadyM's per-game multiplayer SDKs are built on: an ECS, an RPC layer with source-generated handlers, the relay client and server SDKs, and native interop primitives.

Nothing here knows about a specific game. The game-specific parts live in their own repositories, for example wukongmp-sdk.

Not published on its own

There is no ReadyM.Core NuGet package. These assemblies ship inside the per-game SDK packages, distributed by which side of the wire needs them:

ReadyM.SDK.Wukong.Common   ReadyM.Api, ReadyM.Api.Multiplayer, ReadyM.Api.Generators, Yooni.*
ReadyM.SDK.Wukong.Client   ReadyM.Relay.Client
ReadyM.SDK.Wukong.Server   ReadyM.Relay.Server.Sdk

That is deliberate. The core SDK has no release cadence of its own, so pairing it with a game SDK version that never shipped with it is not a state you can reach.

Layout

project tfm
ReadyM.Api netstandard2.0, net10.0 ECS, dependency injection, hosted services
ReadyM.Api.Multiplayer netstandard2.0, net10.0 replication, RPC, serialization, protocol
ReadyM.Api.Generators netstandard2.0 Roslyn generators for component registration and RPC handlers
ReadyM.Relay.Client netstandard2.0, net10.0 client half of the relay protocol
ReadyM.Relay.Server.Sdk net10.0 what a server-side mod derives from
Yooni.Native.* netstandard2.0, net10.0 native containers, low-level access, serialization

netstandard2.0 is not a stylistic choice: anything a game process loads has to target what that runtime accepts. Server-side code has no such constraint and targets net10.0.

Build

git clone --recursive https://github.com/readycodeio/readym-core-sdk.git
dotnet build src/ReadyM.Core.sln

--recursive matters. Two submodules under src/:

src/ has its own Directory.Build.props and does not inherit from anything above it, so the projects build the same standalone as they do inside a game SDK checkout.

About

Core SDK for all ReadyM-supported games

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