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# PurrLobby # PurrLobby 🐱
A lightweight, fast, and reliable lobby service for multiplayer games. PurrLobby provides an alternative to Steam Lobby Service and Unity Lobby Service, offering real-time lobby management with WebSocket communication.
## 🌟 Features
- **Multi-Game Support**: Scope lobbies per game using unique Game IDs
- **Real-time Updates**: WebSocket-based live lobby updates and member status changes
- **Player Management**: Join/leave lobbies, ready status, custom display names
- **Custom Properties**: Store arbitrary key-value data on lobbies
- **Search & Discovery**: Find available lobbies with filtering
- **Rate Limiting**: Built-in protection against abuse (300 requests/minute per IP)
- **Statistics**: Global and per-game player/lobby statistics
- **Production Ready**: Includes compression, HTTPS, security headers, and proxy support
- **Web Interface**: Built-in dashboard for monitoring and testing
- **OpenAPI/Swagger**: Full API documentation with interactive testing
## 🚀 Quick Start
### Prerequisites
- [.NET 8.0 SDK](https://dotnet.microsoft.com/download/dotnet/8.0)
- Windows, macOS, or Linux
### Installation & Running
1. Clone the repository:
```bash
git clone https://github.com/ExilProductions/PurrLobby.git
cd PurrLobby
```
2. Build the project:
```bash
dotnet build
```
3. Run the service:
```bash
cd PurrLobby
dotnet run
```
4. Access the web interface: [https://localhost:7225](https://localhost:7225)
5. View API documentation: [https://localhost:7225/swagger](https://localhost:7225/swagger)
## 🔧 Configuration
### Environment Variables
Configure the service using `appsettings.json` or environment variables:
- `ASPNETCORE_ENVIRONMENT`: Set to `Production` for production deployment
- `ASPNETCORE_URLS`: Configure listening URLs (default: `https://localhost:7225;http://localhost:5123`)
### Domain Configuration
For production deployment, update the cookie domain in `Program.cs`:
```csharp
Domain = "your-domain.com" // Line 134
```
### Rate Limiting
Default rate limits (configurable in `Program.cs`):
- **300 requests per minute** per IP address
- **100 queued requests** per IP
- Returns `429 Too Many Requests` when exceeded
## 📚 API Usage
### 1. Set Game Context
Before using lobby endpoints, set your game's GUID:
```bash
curl -X POST "https://your-domain.com/session/game" \
-H "Content-Type: application/json" \
-d '{"gameId": "your-game-guid-here"}'
```
This sets a secure cookie that scopes all subsequent requests to your game.
### 2. Create a Lobby
```bash
curl -X POST "https://your-domain.com/lobbies" \
-H "Content-Type: application/json" \
-H "Cookie: gameId=your-game-guid" \
-d '{
"ownerUserId": "player123",
"ownerDisplayName": "PlayerName",
"maxPlayers": 4,
"properties": {
"gameMode": "competitive",
"map": "dust2"
}
}'
```
### 3. Search Lobbies
```bash
curl "https://your-domain.com/lobbies/search?maxRoomsToFind=10" \
-H "Cookie: gameId=your-game-guid"
```
### 4. Join a Lobby
```bash
curl -X POST "https://your-domain.com/lobbies/{lobbyId}/join" \
-H "Content-Type: application/json" \
-H "Cookie: gameId=your-game-guid" \
-d '{
"userId": "player456",
"displayName": "AnotherPlayer"
}'
```
### 5. WebSocket Connection for Real-time Updates
Connect to lobby-specific WebSocket for live updates:
```javascript
const ws = new WebSocket(`wss://your-domain.com/ws/lobbies/${lobbyId}?userId=${userId}`);
ws.onmessage = function(event) {
const data = JSON.parse(event.data);
console.log('Lobby update:', data);
// Handle events: member_joined, member_left, member_ready, lobby_data, etc.
};
```
## 🌐 Web Interface
The service includes a web dashboard at the root URL featuring:
- **Global Statistics**: Total players and lobbies across all games
- **Game-Specific Stats**: Players and lobbies for your specific game
- **Game ID Management**: Easy way to set and track your game
- **Direct API Access**: Links to Swagger documentation
## 📊 Monitoring & Statistics
### Global Statistics
- `GET /stats/global/players` - Total players across all games
- `GET /stats/global/lobbies` - Total lobbies across all games
### Game-Specific Statistics
- `GET /stats/{gameId}/players` - Active players for a specific game
- `GET /stats/{gameId}/lobbies` - Lobby count for a specific game
### Health Check
- `GET /health` - Service health status
## 🏗️ Architecture
### Components
- **Program.cs**: Main application configuration and API endpoints
- **LobbyService**: Core business logic for lobby management
- **LobbyEventHub**: WebSocket connection management and real-time events
- **Lobby Models**: Data structures for lobbies and users
### Key Features Implementation
- **Cookie-based Game Scoping**: Uses secure HTTP-only cookies for game context
- **In-Memory Storage**: Fast performance with concurrent collections
- **Event-Driven Updates**: Real-time WebSocket notifications for all lobby changes
- **Production Security**: Rate limiting, HTTPS enforcement, proxy header trust
- **Comprehensive Logging**: HTTP request logging and structured application logs
## 🚢 Deployment
### Docker (Recommended)
Create a `Dockerfile`:
```dockerfile
FROM mcr.microsoft.com/dotnet/aspnet:8.0 AS base
WORKDIR /app
EXPOSE 80
EXPOSE 443
FROM mcr.microsoft.com/dotnet/sdk:8.0 AS build
WORKDIR /src
COPY ["PurrLobby/PurrLobby.csproj", "PurrLobby/"]
RUN dotnet restore "PurrLobby/PurrLobby.csproj"
COPY . .
WORKDIR "/src/PurrLobby"
RUN dotnet build "PurrLobby.csproj" -c Release -o /app/build
FROM build AS publish
RUN dotnet publish "PurrLobby.csproj" -c Release -o /app/publish
FROM base AS final
WORKDIR /app
COPY --from=publish /app/publish .
ENTRYPOINT ["dotnet", "PurrLobby.dll"]
```
### Reverse Proxy Configuration
For production deployment behind a reverse proxy (nginx, Apache, etc.), ensure proper header forwarding for rate limiting and security:
```nginx
proxy_set_header X-Real-IP $remote_addr;
proxy_set_header X-Forwarded-For $proxy_add_x_forwarded_for;
proxy_set_header X-Forwarded-Proto $scheme;
proxy_set_header X-Forwarded-Host $host;
```
## 🔌 Client Integration Examples
### Unity C#
```csharp
public async Task<bool> CreateLobby(string gameId, string userId, string displayName)
{
var client = new HttpClient();
// Set game context
await client.PostAsync($"{baseUrl}/session/game",
new StringContent($"{{\"gameId\": \"{gameId}\"}}", Encoding.UTF8, "application/json"));
// Create lobby
var lobbyData = new {
ownerUserId = userId,
ownerDisplayName = displayName,
maxPlayers = 4,
properties = new { gameMode = "casual" }
};
var response = await client.PostAsync($"{baseUrl}/lobbies",
new StringContent(JsonUtility.ToJson(lobbyData), Encoding.UTF8, "application/json"));
return response.IsSuccessStatusCode;
}
```
### JavaScript/Web
```javascript
class PurrLobbyClient {
constructor(baseUrl, gameId) {
this.baseUrl = baseUrl;
this.gameId = gameId;
}
async setGameContext() {
await fetch(`${this.baseUrl}/session/game`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
credentials: 'include',
body: JSON.stringify({ gameId: this.gameId })
});
}
async createLobby(userId, displayName, maxPlayers = 4) {
const response = await fetch(`${this.baseUrl}/lobbies`, {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
credentials: 'include',
body: JSON.stringify({
ownerUserId: userId,
ownerDisplayName: displayName,
maxPlayers: maxPlayers,
properties: {}
})
});
return response.json();
}
}
```
## 🛠️ Development
### Building from Source
```bash
# Clone repository
git clone https://github.com/ExilProductions/PurrLobby.git
cd PurrLobby
# Restore dependencies and build
dotnet restore
dotnet build
# Run with hot reload for development
cd PurrLobby
dotnet watch run
```
### Running Tests
```bash
dotnet test
```
### Code Analysis
The project includes code analysis rules. Fix any warnings before deploying:
```bash
dotnet build --verbosity normal
```
## 📝 API Reference
Full API documentation is available via Swagger UI when the service is running:
- **Local**: [https://localhost:7225/swagger](https://localhost:7225/swagger)
- **Production**: `https://your-domain.com/swagger`
### Authentication
Most endpoints require a `gameId` cookie set via `POST /session/game`. The cookie:
- Is HTTP-only and secure
- Expires after 7 days
- Scopes all requests to your specific game
### WebSocket Events
The lobby WebSocket (`/ws/lobbies/{lobbyId}`) broadcasts these events:
- `member_joined` - New player joined
- `member_left` - Player left lobby
- `member_ready` - Player readiness changed
- `lobby_data` - Custom lobby property updated
- `lobby_deleted` - Lobby was deleted
## 🤝 Contributing
This is an independent project by ExilProductions, not affiliated with PurrNet.
### Issues & Support
- For bugs or feature requests, open an issue on GitHub
- For direct support, contact: **exil_s** on Discord
- Please don't contact PurrNet developers about this service
### Development Guidelines
1. Fork the repository
2. Create a feature branch
3. Make your changes with appropriate tests
4. Ensure code analysis passes
5. Submit a pull request
## ⚠️ Disclaimer
This service is independent and runs on personal infrastructure. It may experience downtime or instability. It's provided as-is for development and testing purposes. For production use, consider self-hosting or implementing additional redundancy.
## 📄 License
This project is open source. Check the repository for license details.
## 🔗 Links
- **Live Instance**: [https://purrlobby.exil.dev](https://purrlobby.exil.dev)
- **API Documentation**: [https://purrlobby.exil.dev/swagger](https://purrlobby.exil.dev/swagger)
- **GitHub Repository**: [https://github.com/ExilProductions/PurrLobby](https://github.com/ExilProductions/PurrLobby)
---
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