netcode | A protocol for secure client/server connections over UDP | Networking library
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kandi X-RAY | netcode Summary
netcode is a simple connection based client/server protocol built on top of UDP.
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QUESTION
I'm completely stuck. My game in unity works well in the editor, but crashes on launch on IOS. I'm using AWS Gamelift for multiplayer, which might be the culprit since it built fine before integrating it. For the actual networking code I'm using the new unity DOTS Netcode package.
In my plugins folder I have the following dlls for the client.
- AWSSDK.CognitoIdentity
- AWSSDK.CognitoIdentityProvider
- AWSSDK.CognitoSync
- AWSSDK.Core
- AWSSDK.Extensions.CognitoAuthentication
- AWSSDK.Gamelift
- AWSSDK.Lambda
- AWSSDK.SecurityToken
- Microsoft.Bcl.AsyncInterfaces
- System.Threading.Tasks.Extensions
- log4net
In the editor everything runs perfectly. I can connect to GameLift, create a game session etc. When I build, it completes successfully, but crashes on launch, showing a empty scene with a skybox, and the following error in Xcode console:
...ANSWER
Answered 2020-Dec-02 at 21:16I managed to solve this issue with much difficulty and a solid week of work. Here are the steps I did to fix it. in case anyone else has problems in the future.
- Make sure I had updated AWS SDK dlls. I got these with nuget in rider, then dragged the netstandard2.0 dll into the plugins folder. Note: Look very carefully at the dependencies listed in nuget. I had to use a slightly older version the AWS SDK to be compatible with the cognitoAuthentification.dll.
Here is a screenshot of the packages in rider. The package versions seemed to matter a lot. Check the dependencies carefully.
Use Amazon.Extensions.CognitoAuthentication.dll and NOT AWSSDK.Extensions.CognitoAuthentication.dll
Delete everything in link.xml file. Only include the following entry:
QUESTION
Okay so I'm trying to make a multiplayer game using a self built netcode in unity3d using c#,
The thing is since I'm using raw tcp I need to convert everything to a byte[] but I got sick of using Array.Copy. Since I'm reserving a few bytes of every message sent over a network as sort of a message identifier that I can use to interpret the data I receive.
So my question is, for the purpose of making this code more friendly to myself, is it a terrible idea to use a list of bytes instead of a byte array and once I've prepared the message to be sent I can just call .ToArray on that list?
Would this be terrible for performance?
...ANSWER
Answered 2020-Jun-23 at 12:02As a general rule when dealing with sockets: you should usually be working with oversized arrays (ArrayPool.Shared
can be useful here), and then use the Send
overloads that accepts either the byte[], int, int
(offset+count), or ArraySegment
- so you aren't constantly re-copying things, and can re-use buffers. However, frankly: you may also way to look into "pipelines"; this is the new IO API that Kestrel uses that deals with all the buffer management for you, so you don't have to. In the core framework, pipelines is currently mostly server-focused, but this is being improved hopefully in .NET 5 as part of "Bedrock" - however, client-side pipelines wrappers are available in Pipelines.Sockets.Unofficial
(on NuGet).
To be explicit: no, constantly calling ToArray()
on a List
is not a good way of making buffers more convenient; that will probably work, but could contribute to GC stalls, plus it is unnecessary overhead in your socket code.
QUESTION
Ok, I am at my wits' end. We have a VB.Net application with many dependent assemblies (all contained in the solution), that builds well from with the Visual Studio IDE. Now I want to automate the build to produce three different versions (and copy the results to our installer package). After some research I came up with the following code, which I use from a C# console project:
...ANSWER
Answered 2019-Mar-10 at 09:17I applied two changes that made it work:
QUESTION
I have been working on a UDP networking project out of curiosity, and I have come to a problem that I can not get my head around. I have researched and understand the basic principles like:
- Use authoritative servers, and give the client as little authority as possible.
- Ensure that each client is identified by the server uniquely with its own encrypted key.
- Deter DDOS attack by inflating response packets.
- etc..
Most of my knowledge of UDP comes from these wonderful articles: https://gafferongames.com/ ; and I am lucky enough to be using this library, which is based off of the authors own UDP protocol and takes care of most of the authoritative protection.
Now, here is my question:
Using a completely authoritative server, it still seems the player would be able to cheat.
For example:
For a fighting game, there are two functions on the clients side.
void hit()
andvoid hurt
, these are the basic functions that allow the client to stimulate the fight.In Scenario 1: The localPlayer hits the other player, and sends this to the server. The server then sends a packet to the client of the player that was hit which would trigger the
hurt()
function. But if the player had edited the files and deleted the hurt function, nothing would happen. The player that had deleted thehurt()
function would be invincible.In Scenario 2: The localPlayer is hit by the other player and calls the
hurt()
, and sends this to the server. The server then sends a packet to the client of the player that hit the localPlayer which would trigger thehit()
function. But if the localPlayer had edited the files and deleted thehurt()
function, nothing would happen. The player that had deleted thehurt()
function would again be invincible.
I could only think of two solutions:
If the game ever encountered an error (because a function was deleted and did not exist) disconnect the client from the server.(not that great)
This one I just thought of while writing this, and it might be my solution: Store a health variable for each player on the server, and if it reaches 0, ignore any packets that would be impossible if the game was not edited.
That second solution sounds good to me right now, but I am curious as to what you guys do / would do since I am a straight beginner. Glad to hear any advice, thanks!
...ANSWER
Answered 2018-Jun-21 at 17:21The player that had deleted the
hurt()
function would be invincible.
Not if a "master copy" of the game state is computed by the server. In that case, the player who modifies code will only have their client show an invalid game state, which doesn't help them play.
In general, everything except player input must be done by the server, the client only says what the player chooses to do and every resulting action/change is performed by the server. That way, the player cannot change anything except what they want to do, which is already under their jurisdiction.
Note that players can still cheat with the aid of tools, such as auto-clickers or aimbots. These forms of cheating are much harder to deal with, since it's hard to tell if someone is receiving inhuman assistance or if they're just a good player.
QUESTION
I have a UITextView that contains a lot of text with a number at the end. I am trying to detect the number in the text view but unable to achieve that. I can only find the solution to find the link only.
I am using NSAttributedString to display the text.
.dataDetectorTypes does not seem to work. Can any one help me
I am trying like this.
...ANSWER
Answered 2017-Jul-16 at 12:38I see that you are using Swift 4's NSAttributedStringKey
so I added that tag to your question.
You must make the telephone URL manually and set isSelectable = true
otherwise no interaction can happen from within the text view:
QUESTION
In iOS, what prevents me from having a list of delegates for an object? I know that you are not supposed to do it, but I don't understand if it's just because it doesn't conform to the Delegate pattern or if there is some real technical issues by doing it. I'll explain what I refer to with an example:
Protocol:
...ANSWER
Answered 2017-Mar-28 at 09:42There is nothing to stop you doing this. In fact, this is probably what I use protocols for more than for delegates etc...
However, I'd think about what you call the objects and the protocol.
A delegate
is some object that your main object "delegates" work to. A table view (for instance) knows it has to have a number of rows, sections, etc... but instead of calculating those itself it says "my delegate is going to do this work for me". It then allows the same tableview to interact with any delegate.
Your objects are obviously not like that as there are many of them. They may all have some common usage though. What is that usage? Is delegate the right word to use?
If they are all "Listeners" then it would make more sense to call the protocol Listener
with a function someListenedToActionWasTriggered
and to call the array listeners
.
QUESTION
I'm currently building my own netcode for a Unity game (for learning experience) and I'm running into some serious delay on the "decoding packets" side of things.
Basically, I have playerObject
's that send their position data (Vector3(x,y,z)) as a JSON string to the server, and the server sends that back out to all other players.
The socket side of things are moving along nicely. Very little delay from when a packet is created to when a packet is received.
But I am getting a massive delay on my Clients when they are trying to un-JSON the remote client's position:
Vector3 remotePos = JsonUtility.FromJson(_command.Substring(5 + _usernameLength));
the Json string has an identifier at beginning of the string to say that it is a Position update, followed by two numbers signifying the length of the username, then the username (so that the remote clients can update the proper playerObject
. The whole string will look something like this.
POS09NewPlayer{"x":140.47999572753907,"y":0.25,"z":140.7100067138672}
After receiving such a packet from the server, my clients will preform the following task:
...ANSWER
Answered 2017-Mar-05 at 17:32Well, there is certainly room for optimization. Since you are quoting big game engines as a reference, I will give you some examples based on the older Unreal Engine versions and some of the optimizations they are using:
- Network packages use the UDP protocol. It still needs to take care of dropped, duplicated or out-of-order packages on its own, but it swallows that bitter pill instead of using an actual TCP connection because the latter would introduce even more overhead.
- The server keeps track of which information updates it did send to clients. For every object on the client side that is replicated by the server, the server keeps track of all variables. At the end of each game loop update, the server will check which variables actually have different values from the last time the server sent an update to the client. And only if there is actually a difference, the new value is sent to the client. That may seem like an incredible overhead, but network bandwidth is a much scarcer resource than system memory and CPU time.
- Vector information is actually truncated before being sent over the network. The engine uses float as datatype for its vector components, but it still rounds X, Y and Z to the nearest integer and transmits those instead of the full floating point data. That way they only take up a couple of bits to a few bytes, rather than 12 bytes of the uncompressed original floats.
- Position updates are simulated on the client-side and merged with the incoming data from the server. To avoid jittering from position updates, clients predict the new position of an object from its velocity value. When the client receives a position update from the server later on, it will gracefully move the object slightly to the new position (basically a compromise between the client and server coordinates) and only do a hard update if the server's position differs too much from the client's version. This is done with a lot of things. If a player shoots a projectile, that shot is performed on the server, which will create the projectile and send it to the player to update its position. But the player will also receive the function call about the shot and create the projectile locally and update its trajectory. Even if that projectile can't actually kill a player on the client side, its trajectory and effects can still be simulated locally to give the impression of smooth gameplay. If it hits something, the appropriate effects can be played at the location without requiring the server to tell the client to create those effects.
- The server keeps track of what is relevant to each player. If a player is on the other side of the map behind several walls, it doesn't need to send you any updates about that players actions. And if a projectile of that player happens to come into your view later on, the server can still tell you about those projectiles at the appropriate time.
The whole matter is a lot more complex than what little I can cram into this post, but the gist of it is probably: network bandwidth is the most limited resource in multiplayer games, so the engine goes out of its way to send as little and few information packages as it can get away with.
Notice something? Less than a single component of your position vector would already be considered way too large for the entire vector in this engine. I guess JSON really introduces some overhead here, simply due to its verbosity. You are sending numbers as strings when you could also be just sending their actual bits and infer their meaning from the actual package.
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