{"id":33350769,"url":"https://github.com/BestoGames/BestoNet","last_synced_at":"2025-11-27T06:01:57.185Z","repository":{"id":263174497,"uuid":"889303024","full_name":"BestoGames/BestoNet","owner":"BestoGames","description":"BestoNet is a custom rollback networking solution developed for the fighting game Idol Showdown. 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Built in C# for Unity, it integrates with Facepunch Steamworks to provide a robust and efficient rollback implementation.\n\nThis is a work in progress as a library, and won't work right out the box\n\n## 📚 Documentation\n\n- [Contributing Guide](docs/CONTRIBUTING.md)\n- [Code of Conduct](docs/CODE_OF_CONDUCT.md)\n- [Development Roadmap](docs/ROADMAP.md)\n\n## Background\n\nOriginally we used Unity GGPO but there were some issues.\n- Unplayable connections at long distances (experiencing ~7 frames of rollback)\n- Maintenance difficulties due to GGPO's C++ codebase\n- System instability during poor network conditions\n- Using GGPO required a relay system that added extra latency to online matches\n\n## Core Features\n\n### Rollback Management\n- **Speculative Frame Saving**: Saves CPU time and preventing 7 frame rollbacks\n    - Currently saves the midpoint frame, confirm frame, and end frame\n- **Input Prediction**: Will predict the next input using the previously received input\n- **Rift Management**: Many different options to deal with one sided rollback and game syncing\n- **Reliable Input Messaging**: Maintains a 7-frame input buffer to handle packet loss and out-of-order delivery\n\n## Implementation Requirements\n\n1. Frame Timing: Idol Showdown currently uses a separate thread as a timer.\n2. Spectator: The current implementation contains a call to send confirmed frame inputs to a spectator buffer\n3. State management system: Deterministic game logic is required. For efficiency reasons, we recommend avoiding using byte[] with BinaryWriter/Reader\n\n## Configuration\n\n![Rollback Settings](assets/rollback_settings.png)\n\n**Current Unity Configuration Settings**\n\n## Credits\n\nThis implementation draws inspiration from:\n- MK/Injustice GDC presentation\n- Zinac's rollback implementation guide\n- GekkoNet's Rollback System\n\nSpecial thanks to [Rin Iota](https://x.com/sss_iota_sss) for developing the original networking foundation that enabled ISD Rollback's creation.\n\n## Contributing\n\nThis is an open-source project accepting community contributions. Please read our [Contributing Guide](docs/CONTRIBUTING.md) and [Code of Conduct](docs/CODE_OF_CONDUCT.md) before submitting pull requests.\n\n## License\n\nThis project is licensed under the MIT License - see the [LICENSE](LICENSE) file for details.\n","funding_links":[],"categories":["Libraries"],"sub_categories":[],"project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FBestoGames%2FBestoNet","html_url":"https://awesome.ecosyste.ms/projects/github.com%2FBestoGames%2FBestoNet","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2FBestoGames%2FBestoNet/lists"}