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godot-client-server

Godot version: 3.3.mono.stable

This is an attempt to create client/server model using Enet offer by Godot.

Source code is fully written in C#.

Branch 0.1

The model includes Server has full authority over the network, client-side prediction, client-side interpolation, server reconciliation.

The result is not as good as I expect it to be. It seems that Godot sends a packet whenever the Rpc method is called, which is not what I want. C# marshalling is very bad, I can't send custom data type using Rpc method.

Branch 1.0

  • Change the model again. use MMO architecture that we "trust" client honesty.
  • C# List<> is not allowed in Rpc call see API diference for more information of which type is allowed to send over network.

Game start lagging when 2 players join the game.

I'll try another networking library to see if there is a better solution.

  • yojimbo.net returns with memory leak, I opened an issue and it seems that this library is dead, It received no support from the creator, the C++ version of this library doesn't support mobile devices.
  • LiteNetLib seems promising. But lack of document. I opened an issue about Usage. The example is here
  • This show how fields, properties, methods can be call over network.

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