I have 2D multiplayer browser game. Game contains snake-like players and world filled with grid of differently colored blocks.
Currently I send these data from server:
if new player spawn - data about all blocks and players to him and data about newly spawned player to others
if someone change his move - data about his trail, position and direction to everyone
if color of some blocks are changed - data about it to everyone
So I don't send redundant data but I send all data to everyone. Cheater with modified client could see everything! So I need send data to clients based on their viewport.
For snake-like players I will probably check min and max, X and Y of player.
If player A gets close to player B, server will send client A data about player B.
If player A get too far from player B server will remove player B from client A.
Server will send data about changing of player B only if player A is near.
Main question
But I'm not sure how I should send data about blocks. I'm afraid I will send too many redundant data.
When player spawn I will send him data about blocks near him. Also when color of blocks near him will be changed I will send him it.
If player will travel to left I will send him data about blocks in left. But how often I should do it? Should I send him new blocks every time he travel one block distance?
What If player decide to go to place where he already has been? Should I send him again redundant data? Or could I check if blocks there were changed. But how I can remember that player already has seen some blocks? I probably can't remember all blocks that player has seen (amount of blocks is too big). It would be bad for performance.
How can I protect my game against zoom cheaters and don't decrease performance?
So what you are trying to implement is sometimes called a network bubble. Every player gets data around him (like a bubble around him), but not all data. So you could define an amount of blocks around the player that get sent to him. For example send all blocks directly adjacent to his current block.
block1 - block2 - block3
block4 - player - block5
block6 - block7 - block8
For the question of how to remember blocks, you will need some kind of storage array on your client side (for example a hashmap), in which you store your blocks.
Your server then needs to provide a possibility to check if the clients block is still up-to-date. This can be done with a hash-function. Your server calculates a hash of the requested block, if data in the block changes, the hashvalue changes. The hashes of the server and the stored client blocks are compared and then blockdata is only sent when they dont match.
Related
I am working on a multiplayer game. Each client have a character that moves in a shared environment.
I use socket.io to create rooms and peer.js to create a peer-to-peer connection between clients.
What I am trying to do is to enable each client to update the positions of the characters of the other players in his map.
For that, each client should have the state of the keyboard cursors (arrow keys) of the other players so that he can move their corresponding characters with a walking animation.
P2P: I am thinking of creating duplex streams between the clients so that each client will have the state of the keyboard cursors of the other players, so that he can move their characters with the appropriate animation...
SOCKETS: I can also pass the information via the server using sockets, but i will have to send an update of the cursors state 60 times per second since the game is on 60 fps, which makes a lot of socket messages. I am not sure this is the most efficient way to handle it
What is the most efficient way to keep everybody updated about the state of the other players ? Any suggestion will be appreciated. Thanks.
Actually your game is likely a little demo of a MMORPG game or something like CS/CSGO.
For such a game, we always have a loop in main process (work process) with a frequency like several frames a second(say 20 frame). In every frame, the client will process the packets received from others and the options form the pleyer.
If here is 20 frames, that means every fram can't be more than 50ms, so it will cause some delay if it's in WLAN and some packets drop happend.
If you want to use P2P to synchronized players action, here is a problem: when player number booms, the comlicated of the connection boos too. What's more, you need a reliable connection protocol, that means you need to know how to use something like QUIC or write a reliable UDP by yourself.
So I think the most effcient way may keep use C/S model insetead of P2P only if your game will use in LAN and there is quite a few players.
For example, let's say I have a random game in which I have 500 independent objects and 10 players.
Independent object is an object that moves in a specific direction per update regardless of what players do (there is no need for players to come into contact with these objects).
Now if a player is shooting (lets say) a bullet, it is easier because it belongs to a specific player therefore it's easier to avoid in game lag. Lets look at something simpler, though, for example a player try to update their position. The typical thing I would do on client & server side would be this :
client side : update the coords of the player + send a message to the server as socket X
server side : receives the message from socket X, updates the coords of the player on the server side +
sends a message with the coords of that same player to all other sockets
When you do the communication like this, everyone will receive the new coords of the player and there will be little to no lag. (It is also sufficient for objects like bullets, because they are created upon firing a player event)
How do you handle 500+ independent objects that move in random directions with random speed all across the map and update them for all players efficiently? (Be aware that their velocity and speed can be changed upon contact with a player). What I've tried so far:
1) Put all of the movement + collission logic on the server side &
notifying all clients with a setTimeout loop & io.emit -
Result : causes massive lag even when you have only 500+ objects and 4 connected players. All of the players receive the server's response way too slow
2) Put all of the movement + collission logic on the client side & notifying the server about every object' position-
Result : To be honest, couldn't encounter much lag, but I am not sure if this is the correct idea as every time an object moves, I am literally sending a message to the server from each client to update that same object (server is getting notified N[number of connected clients] amount of times about that same object). Handling this entirely on the client side is also a bad idea because when a player randomly switches tabs [goes inactive], no more javascript will be executed in that players' browser and this whole logic will break
I've also noticed that games like agar.io, slither.io, diep.io, etc, all of them do not really have hundreds of objects that move in various directions. In agar.io and slither you mainly have static objects (food) and players, in diep.io there are dynamical objects, but none of them move at very high speeds. How do people achieve this? Is there any smart way to achieve this with minimal lag?
Thanks in advance
Convert your user interactions to enumerated actions and forward those. Player A presses the left arrow which is interpreted by the client as "MOVE_LEFT" with possible additional attributes (how much, angle, whatever) as well as a timestamp indicating when this action took place from Player A's perspective.
The server receives this and validates it as a possible action and forwards it to all the clients.
Each client then interprets the action themselves and updates their own simulation with respect to Player A's action.
Don't send the entire game state to every client every tick, that's too bloated. The other side is to be able to handle late or missing actions. One way of doing that is rollback where you keep multiple sets of state and then keep the game simulation going until a missinterpretation (late/missing packet) is found. Revert to the "right" state and replay all the messages since in order to get state to correct. This is the idea behind GGPO.
I suggest also reading every article related to networking that Gaffer on Games goes into, especially What Every Programmer Needs To Know About Game Networking. They're very good articles.
Imagine Agar.io. Unlike a chat app, the list of users (or players) and other environment objects will be constantly changing, for each player, as players move around the map. That is because each client can't receive updates about every object, because the map is too large and the lag would be too much. So which of the following methods of updating clients, with Socket.IO, would be more efficient:
Send an environment array containing data, which replaces the local arrays on each client.
Send individual messages when objects appear/disappear in a players field of view, and tinker with the local arrays object by object.
If there is a better way than the above two, please outline it.
This is a multi-vector tradeoff decision so without some measuring and probably experimentation, we can't really tell you what situation is optimal. But, we can direct your thinking which you can hopefully use to finish the analysis.
First off, to scale and reduce lag, you want to:
Send fewer messages to each client.
Send smaller payloads with each message as long as it doesn't make item #1 worse (e.g. as long as it doesn't cause you to send more messages).
Have fewer times on the server where you are doing calculations and then sending messages.
To send fewer messages to each client you want to:
Reduce the scope of the map that the client gets sent updates about to only things that are closely in view (it sounds like you're already doing some of that).
Combine as much information as you can in each message that you are going to send to a client - make sure that you're never sending more than one message to a given client for a particular update.
To send smaller messages to each client you want to:
Reduce the size of the data you send to each client. This means that if some data has not changed since that last time you communicated with this client, then don't resend that data. This would suggest that your second option (client updates its own local array) is a better way to do it because you only have to send deltas to the client and it remembers previous state.
Carefully analyze the format of the data you're sending to the client and reduce its size wherever possible. Straight JSON is often not the most efficient way to send data if you're trying to optimize transmission size.
I'm creating a board game where 2 players can play, and others can be spectators (viewers)
so, when a spectator joins, he gets the current state of the game, and from then on, he only gets the move each player has made (to save data obviously).
My question is: when the spectator first get the state of the game from the server, how can I make sure it is actually synced? I don't really know when he will get the state, and it might be a fraction of a second before something has changed, and then the Delta he gets for every move made won't make sense.
Should I use some kind of an internal? what would you suggest to make sure everything is synced?
Assuming that your state is result of, and only of, user actions, you could store you state in a table like format with an auto-increment integer ID.
In the move event, you pass the new ID and the previous ID. If the receiver's max ID is less than the previous ID, you know to ask server for the missing actions.
I am trying to make a multi-player network game. Each player is represented by a rectangle on the screen. I am using OpenGL for the graphics and also the user input (commands like MOVE-LEFT, MOVE-RIGHT etc ) will be handled by it (or GLUT or sumthing).
I have the following architecture for the game.
There are 4 players(nodes) in the game. Each player is sending and receiving data using UDP. Each player can send data to any other player.
Data is required to be sent by a player if there is any input from the corresponding user. (For example MOVE-LEFT command etc).
Whenever a player (say p1) receives any data from any other player(say p2) (like new position of the player p2 on the screen), the player p1 's screen should be updated immediately.
I am thinking on the following lines :
Create one thread for handling graphics.
Create 2 more threads , 1 each for receiving and sending data, using UDP.
Whenever the graphics thread gets input for 'myposition' from the user, it updates the shared global variable 'myposition'. The network-send thread, which is waiting on this variable, gets activated and tells every other player about its new position.
Similarly whenever 'position' updates are received from any other player 'i', the network-receive thread updates the global variable player[i].position. The graphics thread will now redraw the scene with the updated positions.
Is this design correct. If yes, How good is this design and how can i improve it
Network Game Programming is a monster of a topic, so it is hard to say "yes, this is how you design a network architecture". It is completely dependent on your game requirements. What sort of volume of packets do you plan on sending? Will there be a packet sent every frame that indicates Player A is holding the left key? Is this traffic confined to a LAN?
For something as simple as synchronizing movement between amongst 4 clients, putting send, receive, and rendering in separate threads seems like overkill. Perhaps as a starting point, you should begin with a more simple design and make the move to multithreading when you feel that your packets are not going out fast enough.
For example, you may wish to have a game loop like the following (all within the same thread):
while (running):
readUpdSocketForIncomingPackets();
updateGameObjects();
renderGameObjects();
sendPacketsToPeers();
At the start of each frame, you can read your udp socket for incoming packets and update positions (and whatever else you are sending to your peers), then draw. As game input is processed, packets are created and accumulated in a packet queue. Doing it this way, allows you to perform optimizations, such as cramming/merging multiple messages into one packet, removing duplicate messages (e.g. only send the latest position update), etc. So at the end of each game loop, the final queue of packets are processed and send to the peers.
But again, this is a big topic and I've glossing over a lot of details.
Take a look at gaffer's blog:
http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/
He's got some great articles that address some fundamentals of network game programming.