Server Edition ============== The **Charon Server Edition** is the team collaboration layer built on top of the standalone editor. It gives studios a shared, version-controlled game data repository that every designer, developer, and QA engineer accesses through a browser — no local installation required. It is available as a hosted cloud service at `charon.live `_ or self-hosted on your own infrastructure for studios with data-residency or security requirements. .. contents:: On this page :local: :depth: 2 ---- Why Teams Need It ----------------- The standalone editor is designed for a single user working locally. As soon as a second designer touches the same data file, the team is managing conflicts in spreadsheets or shared drives. The server edition eliminates that problem: - **Single source of truth** — all designers edit the same live data; no more "who has the latest version?" questions. - **Branch-based workflows** — feature branches let designers work in isolation and merge changes only when ready, the same way engineers use Git. - **Full audit trail** — every data change is attributed to a user with a timestamp, satisfying compliance and post-mortem requirements. - **Works with existing pipelines** — the CLI and REST API are the same as the standalone edition, so CI/CD scripts, engine plugins, and code generation workflows require no changes. ---- Feature Comparison ------------------ +-------------------------------------------+------------+--------+ | Feature | Standalone | Server | +===========================================+============+========+ | Game data editing UI | ✓ | ✓ | +-------------------------------------------+------------+--------+ | CLI access (all DATA / GENERATE commands) | ✓ | ✓ | +-------------------------------------------+------------+--------+ | Local file storage | ✓ | ✓ | +-------------------------------------------+------------+--------+ | Multi-user real-time collaboration | | ✓ | +-------------------------------------------+------------+--------+ | Workspaces, Projects, Branches | | ✓ | +-------------------------------------------+------------+--------+ | Role-based access control | | ✓ | +-------------------------------------------+------------+--------+ | Enterprise SSO (OAuth2, SAML, AD) | | ✓ | +-------------------------------------------+------------+--------+ | API key management | | ✓ | +-------------------------------------------+------------+--------+ | Audit logs (auth events, command traces) | | ✓ | +-------------------------------------------+------------+--------+ | On-premises / private cloud deployment | | ✓ | +-------------------------------------------+------------+--------+ ---- Collaboration Model ------------------- Game data is organised in a three-level hierarchy: **Workspace → Project → Branch**. Designers work on named branches (e.g. ``feature/new-enemies``) and merge changes to a shared ``main`` branch using Charon's patch/diff tooling — a workflow familiar to any engineer who uses Git, adapted for non-technical designers who never touch the terminal. See :doc:`../web/workspaces_and_projects` for the full collaboration guide. ---- Authentication and Enterprise Integration ------------------------------------------ The server edition supports multiple identity models to fit into your studio's existing infrastructure: - **Email + password** with optional **TOTP two-factor authentication** — suitable for small teams or studios without a central directory. - **OAuth2** — delegate authentication to any standards-compliant identity provider, including Google Workspace, GitHub, or an in-house IdP. - **SAML 2.0 / Active Directory** — for enterprise studios that require single sign-on through their corporate directory. Users log in with their existing company credentials; no separate Charon account needed. - **API keys** — generated per user for CLI and REST API access in automated pipelines. Contact ``support@gamedevware.com`` to discuss SSO integration options for your studio. ---- Access Control -------------- Fine-grained roles control what each team member can do within a project: **Viewer, Editor, Designer, Administrator**. See :doc:`../web/permission_and_roles` for the full role and permission matrix. ---- Deployment Options ------------------ Cloud (charon.live) The fastest way to get started. No infrastructure to manage. Game data is stored on `charon.live `_ servers. Suitable for teams without strict data-residency requirements. On-premises / Private Cloud Deploy the server on your own infrastructure — on-premises servers, private cloud VPC, or an air-gapped environment. You retain full control over where game data is stored and who can reach the service. See :doc:`on_premises` for deployment guidance. .. note:: Files created by the server edition are fully compatible with the standalone CLI and engine plugins. Any branch can be downloaded at any time and opened locally — teams are never locked in to the hosted service. ---- See also -------- - :doc:`../web/overview` - :doc:`../web/workspaces_and_projects` - :doc:`../web/permission_and_roles` - :doc:`../web/rest`