Initial commit was targeting the following protocol: https://www.reddit.com/r/Unity3D/comments/aewepu/rts_networking_simulate_on_serverbeat/. It turned out that bad network conditions made the game unplayable. The project has shifted to an architecture you see below.
Currently the rollback of adding new and changing entities should be stable. If you spawn or navigate entities in multiple game-instances, all simulations will have a synced state no matter how many packets drop or how high the lag is. Clientside prediction makes sure that local commands are executed under any condition.
- Open Engine/Lockstep.sln
- Run Server-project, enter "1" when asked for room-size
- Open SampleScene in Unity
- Hit play and wait until connection to server is established
- Holding right mouse button will continously spawn new agents, press 'X' to navigate all agents to your current mouse position
- Build and run the Unityproject
- Start the server. The roomsize will default to 2 after a few seconds of no input
- Hit play in Unity so you should now have two instances of the game running
- Wait until both players are connected to the server. The server will display a message when the simulation has started.
- For controls, same as above
- Performance spikes are currently by design. In case of an input from the very past, a rollback of many (speak: thousands of) ticks at once occur. Adding constraints like max. input-offset and adjusting framerates for slow clients will help improving everyones performance. The target-frame for rollback is also not optimized, this can save lots of performance too.
- Rollback for despawned (e.g. killed) entities is not implemented yet, but will arrive in the next releases.
- The ECS-Project currently targets .NET Framework 4.6.1 (#806)
- The server targets .NET Core Framework 2.2.103 (link to setup)
Inspired by LockstepFramework, in memory of SnpM: https://github.com/SnpM/LockstepFramework
Uses a fork of BEPUPhysics for deterministic physics: https://github.com/sam-vdp/bepuphysics1int
Uses FixedMath.Net for deterministic fp-calculations: https://github.com/asik/FixedMath.Net
Uses Entitas as ECS Framework: https://github.com/sschmid/Entitas-CSharp
The project includes an implementation example using LiteNetLib: https://github.com/RevenantX/LiteNetLib
- Physics values are limited to 1000 so keep your world in these limitations or shift the world when your values become too large
