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rebaserHEAD edited this page Oct 18, 2026 · 25 revisions

index, committed verified 2026-10-18

NexusTomorrow is a server for the WildStar client, build 16042 (the game's final patch), written in C# on .NET 10. It started from NexusForever's game_rework branch and builds its own server core. Today a real client logs in through it and creates characters; entering the world comes next.

Note

This wiki covers how the server is designed, how it's built, and how we work on it. The repository's README is the front door.

Start here

If you want to Read
Run a server of your own and log in with your client Running a server
Understand what we're building and why Server core design
See what's built and what comes next Roadmap
Build the code and run the tests Running the tests
Find your way around the code Repository layout
Contribute CONTRIBUTING.md, then Code standard for the why

Every page

Grouped by area, each with its kind: guides give steps, references give facts to look up, explanations say why things are the way they are, and design pages say what we intend to build.

Running it

  • Running a server (guide) - set up the database, extract your tables, start the server and log in with your client.
  • Running the tests (guide) - the suite on your own machine, and in CI on GitHub's runners.

How the server works

The protocol

  • Client protocol (reference) - how the client talks to a server: its connections, the envelopes and keys, and the conversation from login to the end of the loading screen, as far as it's verified.
  • Messages (reference) - every client message by opcode, with its direction, how far it's verified, and a page per area giving each one's fields. Generated from the declarations.
  • Codec (explanation), with Codec declarations, Codec layout tree and Codec facts check (reference) - one declaration per message with explicit widths, a generated reader and writer, and the client-facts table that checks them. Codec design (design, superseded) keeps how it was built.
  • Message audit design (design) - every message checked against the client before the core uses it: verification rungs, neutral names, the full-layout check and the generated reference.

Working on it

About

What you bring

A WildStar 16042 client. The repository holds server code only: no client, no client files and no game data. Tables and maps are extracted from your own copy, and stay on your machine.

Licence

NexusTomorrow is licensed under the AGPL-3.0, inherited from NexusForever, whose full history it keeps. If you run a modified server that other people connect to, you owe them its source.

WildStar and everything in its client belong to NCSOFT. This project isn't affiliated with or endorsed by NCSOFT or Carbine Studios.

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