Knowledgebase

Networking Implementation Print

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Practical construction.

WHAT PROTOCOLS ARE USED

A connectionless datagram protocol, for most game traffic A reliable stream protocol, for non-time-critical data

WHY DATAGRAMS DOMINATE

Reliable ordering causes delay when a packet is lost, which matters more than the loss.

WHAT MUST BE BUILT ON TOP

Selective reliability for messages that require it Ordering where needed Connection management

WHAT ENGINE NETWORKING PROVIDES

Much of this, with replication of properties and remote calls.

WHAT TO USE

The engine's system, unless you have a specific reason otherwise.

WHY

Building networking from scratch is substantial and error-prone.

WHAT TO TEST WITH

Simulated latency, packet loss and jitter.

WHY

Local testing has none of these, and every problem appears only with them.

WHAT TO SIMULATE

Conditions your actual players experience.

WHAT TO TEST DELIBERATELY

Disconnection at every point Reconnection Messages arriving out of order Duplicate messages

WHAT TO BE CAREFUL WITH

Sending large messages, which fragment Sending every frame, which floods Trusting message contents

WHAT TO MEASURE

Bandwidth, round trip time, and packet loss, per player.


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