78 lines
2.5 KiB
Markdown
78 lines
2.5 KiB
Markdown
## Structure
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All references to "ass" in the following are courtesy of StrangeZak.
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### Prereqs
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- TCP/UDP
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- Packets and ordering
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- Sockets
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- Port forwarding, firewalls - context for why you might do NAT punching
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- hey ive heard of this thing called "web sockets"
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- tcp over tcp, baby
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- Blocking vs. non-blocking sockets
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- Peer-to-peer / network topology
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- why peer to peer is ass
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- NAT punching: STUN/ICE/TURN
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- Types of NATs (carrier-grade vs. normal)
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- WebRTC
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- UPNP (auto port forwarding) (possibly an aside?)
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- security problems
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- please do not
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- Handshakes / authentication
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### Games
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- Code structuring for games
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- the way every game handles you know replicating eneitites to other clients is very different so you have ot pick the one that you think is least ass
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- they are all ass
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- Prediction / rollback
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- Older model: every input is sent to the server, server sends state to clients
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- Newer model: local game is simulated independently, corrected by the server as it goes (prediction and rollback)
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- How some games might do this
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- Unreal: go over all connections, iterate all actors, see if actor is relevant, delta, bunch, send
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- typical of big shooter games - you want to be able to control relevancy of data per connection (e.g. what is in view)
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- Simple 2D game: send the whole state
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- Server / client authority
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- RPCs
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### Audio / video streaming
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- Packet framing (deltas / key frames / error correction)
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- I, P, and B-frames (for video)
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### Collaborative editing
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- CRDTs...? Operational transforms?
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## Possible applications of real-time networking
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- Multiplayer games
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- Collaborative editing
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- Real-time communication (audio/video)
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## Useful practice projects
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These would all need to be written and vetted by the community. We're not going to find good examples of this lying around.
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- Basic multiplayer game with rollback
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- Online voice chat
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- Figma-like?
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## Links
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- I, P, and B-frames: https://ottverse.com/i-p-b-frames-idr-keyframes-differences-usecases/
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- https://discord.com/channels/239737791225790464/727209479602438265/973342326644703262
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- Overwatch Gameplay Architecture and Netcode: https://www.youtube.com/watch?v=zrIY0eIyqmI
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- Zak says: Best explanation of modern techniques by far. Ignore the game architecture part.
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- https://www.deconstructconf.com/2019/ayla-myers-multiplayer-game-networking-the-brute-force-approach
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- https://www.ggpo.net/
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- Opus spec: https://datatracker.ietf.org/doc/html/rfc6716
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