RPC Network Library for Multiplayer Games
C++ C Other
Switch branches/tags
Nothing to show
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.

README.md

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 Screenshot2

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

(C) by Sven Forstmann in 2015