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View Code? Open in Web Editor NEWA Client/Server Network State-Synchronization Layer for Games
License: Other
A Client/Server Network State-Synchronization Layer for Games
License: Other
If we're doing a full encode, we can just grab the latest state and copy over the initialization only values. Or to be safe, save the very first state and use that. Also can add "created tick" as an initialization value since it may be different from the tick the first state was sent from.
Wrap these up in a struct. Useful for bookkeeping with respect to removal of entities.
Encode 7 bits with the 8th bit indicating if there's another byte
Hello,
Running the demo (server, Unity build + unity player) on one computer I experienced a very noticeable lag in the the demo.
Is this expected? If not, it it due to the UPD library, to the physics engine or to some test code?
Thanks.
Entity looks at last acked tick and generates a StateDelta that contains flags and field updates. Client receives StateDelta and dejitters them according to packet tick. Every client update, the client just gets the latest delta in the dejitter buffer and applies it.
Server-side entities only create a new state when theirs changes. Can keep 50 in buffer that aren't necessarily the last 50 frames. Solves the blackboard entity problem.
Probably will need to redo prediction with this system though.
Use a bitfield to stop the server from resending them unnecessarily
Decode the state against the first state received as a dummy and then discard the result. This lets us read the rest of the snapshot without a problem.
Also need to add a status flag to the state for whether or not it was delta encoded (or it may be implicit from the tick offset)
Entities are a standard class.
Snapshots contain:
Frame #
Entity Bag
Events
Entity contains:
Id
Priority(?)
BoxHolders
Has a function T GetBox() casts and returns the appropriate box from the boxholders.
BoxHolders are always stored in order(how?). BoxHolders contain typed Boxes. Each Box is end-user defined, implements Encode/Decode taking a bitpacker and potentially a basis Box (just cast it). Entity loops over all boxes and delta-serializes them.
Handling for entities to refer to other entities. If the other entity hasn't been received yet, add a callback registration system to be notified when it has.
Note: For entity arrival callbacks, handle entity removal (I.e. The entity never arrived before it was called to remove, so kill the pending callback)
Dynamic Entities:
Blackboard Entities:
Both should live in the state/entity stream and blackboards should occupy entity slots when filling packets.
I love what you've done here and can't wait to start using it, but with no documentation and no example it's extremely difficult to figure out where to even start.
How do I register message recieved callbacks? How do I initialise a railgun entity? etc.
There's a reference to a Unity project folder, but it's not in the latest commit. Appreciate everything you've done, would be great if you could sort this so we can use it.
Thanks again!
Does this make sense to add? No replacing values with older ones.
If we have been getting packets but have't heard anything about an entity, notify that entity to freeze or hide.
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