GameService.Sdk.LudoDoubles 1.0.0

dotnet add package GameService.Sdk.LudoDoubles --version 1.0.0
                    
NuGet\Install-Package GameService.Sdk.LudoDoubles -Version 1.0.0
                    
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="GameService.Sdk.LudoDoubles" Version="1.0.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="GameService.Sdk.LudoDoubles" Version="1.0.0" />
                    
Directory.Packages.props
<PackageReference Include="GameService.Sdk.LudoDoubles" />
                    
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 GameService.Sdk.LudoDoubles --version 1.0.0
                    
#r "nuget: GameService.Sdk.LudoDoubles, 1.0.0"
                    
#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 GameService.Sdk.LudoDoubles@1.0.0
                    
#: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=GameService.Sdk.LudoDoubles&version=1.0.0
                    
Install as a Cake Addin
#tool nuget:?package=GameService.Sdk.LudoDoubles&version=1.0.0
                    
Install as a Cake Tool

GameService DoubleDice SDK

The DoubleDice SDK is a relay client for client-authoritative games. Game logic runs entirely on the Unity client — the server simply broadcasts data between all players in a room.

Installation in Unity

  1. Install NuGetForUnity
  2. Install NuGet packages:
    • GameService.Sdk.Core
    • GameService.Sdk.DoubleDice
    • protobuf-net
  3. Or copy the source files into Assets/Scripts/Sdk/

Quick Start

1. Connect & Create Client

using GameService.Sdk.Core;
using GameService.Sdk.LudoDoubles;

public class DoubleDiceManager : MonoBehaviour
{
    private GameClient gameClient;
    private LudoClient ludoClient;

    private async void Start()
    {
        // Connect to GameService
        gameClient = await GameClient.Create("https://your-server.com")
            .WithAccessToken(accessToken)
            .WithSynchronizationContext(true) // Ensures callbacks run on Unity main thread
            .ConnectAsync();

        // Create the DoubleDice client wrapper
        ludoClient = new LudoClient(gameClient);

        // Listen for data from other players
        ludoClient.OnDataReceived += OnDataReceived;
    }

    private void OnDataReceived(string actionName, byte[] data)
    {
        // Handle incoming game data from other players
        Debug.Log($"Received '{actionName}' ({data.Length} bytes)");
    }
}

2. Room Management

// Create a room (uses a server-side template name)
var createResult = await ludoClient.CreateRoomAsync("DoubleDice");
if (createResult.Success)
    Debug.Log($"Room: {createResult.RoomId}, Code: {createResult.ShortCode}");

// Join an existing room by short code or room ID
var joinResult = await ludoClient.JoinRoomAsync("12345");
if (joinResult.Success)
    Debug.Log($"Joined at seat {joinResult.SeatIndex}");

// Matchmaking: auto-join an available room or create a new one
var matchResult = await ludoClient.CreateOrJoinRoomAsync("DoubleDice");

// Leave the room
await ludoClient.LeaveRoomAsync();

3. Sending Game Data

Use SendData to broadcast any data to all players in the room.

Raw Bytes
// Send raw byte array
byte[] myGameState = SerializeMyState();
var result = await ludoClient.SendData("Sync", myGameState);

if (result.Success)
    Debug.Log("Data sent to all players!");
Protobuf Objects

Define your game messages with protobuf-net:

using ProtoBuf;

[ProtoContract]
public class DiceRollMessage
{
    [ProtoMember(1)] public int Dice1 { get; set; }
    [ProtoMember(2)] public int Dice2 { get; set; }
    [ProtoMember(3)] public string PlayerId { get; set; }
}

// Send typed data (auto-serialized via protobuf)
var roll = new DiceRollMessage { Dice1 = 4, Dice2 = 6, PlayerId = "player1" };
await ludoClient.SendData("Roll", roll);

4. Receiving Game Data

All incoming data arrives via the OnDataReceived event:

ludoClient.OnDataReceived += (actionName, data) =>
{
    switch (actionName)
    {
        case "Roll":
            var roll = Deserialize<DiceRollMessage>(data);
            Debug.Log($"Player {roll.PlayerId} rolled {roll.Dice1} + {roll.Dice2}");
            break;

        case "Sync":
            ApplyGameState(data);
            break;

        case "Move":
            var move = Deserialize<MoveMessage>(data);
            AnimateToken(move);
            break;
    }
};

// Helper to deserialize protobuf messages
T Deserialize<T>(byte[] data)
{
    using var ms = new MemoryStream(data);
    return ProtoBuf.Serializer.Deserialize<T>(ms);
}

5. Player Events (via GameClient)

Player join/leave events come from the underlying GameClient:

gameClient.OnPlayerJoined += async (player) =>
{
    Debug.Log($"{player.UserName} joined at seat {player.SeatIndex}");
};

gameClient.OnPlayerLeft += async (player) =>
{
    Debug.Log($"{player.UserName} left the game");
};

gameClient.OnPlayerDisconnected += async (info) =>
{
    Debug.Log($"{info.UserName} disconnected (grace: {info.GracePeriodSeconds}s)");
};

gameClient.OnPlayerReconnected += async (info) =>
{
    Debug.Log($"{info.UserName} reconnected!");
};

API Reference

LudoClient

Method Description
SendData(string action, byte[] data) Broadcast raw bytes to all room players
SendData<T>(string action, T payload) Broadcast a Protobuf object to all room players
CreateRoomAsync(string template) Create a new room
JoinRoomAsync(string roomIdOrCode) Join by room ID or 5-digit short code
CreateOrJoinRoomAsync(string template) Matchmaking: join available or create new
LeaveRoomAsync() Leave the current room

Events

Event Signature Description
OnDataReceived Action<string, byte[]> Fired when data is received. Args: (actionName, data)

Architecture

Unity Client A                    Server                     Unity Client B
     │                              │                              │
     │  SendData("Roll", bytes) ──► │                              │
     │                              │ ── GameEvent("Roll") ──────► │
     │                              │    (broadcast to room)       │
     │ ◄── OnDataReceived ──────── │                              │
  • Transport: SignalR (WebSockets)
  • Serialization: Protobuf (binary, efficient for mobile)
  • Server Role: Relay only — no game logic, no validation
  • Thread Safety: Use .WithSynchronizationContext(true) to receive callbacks on Unity's main thread

Important Notes

  • The actionName string is arbitrary — define whatever actions your game needs ("Roll", "Move", "Sync", "Chat", etc.)
  • Data is opaque to the server — it forwards bytes without inspecting them
  • The sender also receives their own OnDataReceived callback
  • Use Protobuf for structured data (compact binary format, ideal for real-time games)
  • Always call LeaveRoomAsync() or gameClient.DisposeAsync() when done
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 is compatible.  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)
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Version Downloads Last Updated
1.0.0 88 2/23/2026