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https://github.com/sp4cerat/Game-NET

RPC Network Library for Multiplayer Games
https://github.com/sp4cerat/Game-NET

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RPC Network Library for Multiplayer Games

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README

        

### Game NET - A Simple RPC Network Library (C++11)

***Write a simple server / client RPC system in just 10+20 lines of code.***

***Write a multiplayer game with client / server in 300+300 lines of code.***

#### License : MIT
#### http://opensource.org/licenses/MIT

**Summary**

The library provides basic client / server network functionalities for games using RPCs. The major strength of the library is the template based RPC class. It allows to register and call RPCs effortless. It further includes a tutorial game server and game client (each around 300 lines of code ) for a very simple multiplayer shooting game as a proof of concept.

**Network RPC Lib Features**

* Register RPCs in one line. The RPC class autodetects all paramters from the function pointer
* RPC Data-type mismatch or wrong parameter count is printed as error to ease debugging (#define RPC_DEBUG)
* Numbers are automatically sent as the smallest possible datatype (byte, short , .. )
* Supports GLM datatypes for use in 3D Games
* Supported Datatypes : (u)char,(u)short,(u)int,float,double,vector,map, GLM vec,mat and quat
* Support for nested Datatypes like map [ string , vector ]
* Reliable and unreliable calls possible
* Hack-safe. Illegal packets (trying to create buffer overruns or such) are discarded.
* Basic range compression (enet)
* Function pointers of remote functions are not required
* Based on ENet
* Tested on Cygwin, Linux and Windows
* C++11 based

**Network RPC Lib Limitations**

* RPCs cannot be class member functions
* No encryption
* Only void functions supported. Non-void functions were tested but complicated everything.
* Client to Client connections are not supported

**Example Game Features**

* Lobby
* Multiple Games
* Handle spwaning/removing of game objects
* Simple Shooting functionality
* Intentionally textmode for simplicity

**Benchmark**

A first simple test on localhost (Core i7 Notebook) gave:

1 Call / Network Update:

* 69.000 unreliable RPC calls/sec [client.call_ex(0,"hello_server", "Greetings")]
* 74.000 reliable RPC calls/sec [client.call_ex(1,"hello_server", "Greetings")]

10 Calls grouped / Network Update

* 144.000 unreliable RPC calls/sec [client.call_ex(0,"hello_server", "Greetings")]
* 310.000 reliable RPC calls/sec [client.call_ex(1,"hello_server", "Greetings")]

20 Calls grouped / Network Update

* 142.000 unreliable RPC calls/sec [client.call_ex(0,"hello_server", "Greetings")]
* 364.000 reliable RPC calls/sec [client.call_ex(1,"hello_server", "Greetings")]

Note that this is not about the response time

**Example Usage**

Call Server Function:

Client Side:

NetClient client;

void set_pos(vec3 pos)
{
// do something
exit(0);
}

int main()
{
rpc_register_remote(client.get_rpc(), login);
rpc_register_local(client.get_rpc(), set_pos);
client.connect("localhost", 12345);
client.call("login", "myname", "pass");
while(1) client.process();
//client.disconnect();
}

Server Side:

NetServer server;

void login(uint clientid, string name, string password)
{
// clientid is the first parameter for server functions
server.call(clientid, "set_pos", vec3(1,2,3));
}

int main()
{
rpc_register_local(server.get_rpc(), login);
rpc_register_remote(server.get_rpc(), set_pos);
server.start();
core_sleep(10000) ; // wait client to do stuff
server.stop();
}

![Screenshot1](https://github.com/sp4cerat/Game-NET/blob/master/screenshots/game.png?raw=true)
![Screenshot2](https://github.com/sp4cerat/Game-NET/blob/master/screenshots/lobby.png?raw=true)

RPC System, how its done: http://cpp.sh/9jc5

(C) by Sven Forstmann in 2015