Gameplay Networking Documentation
This section covers the networking aspects specific to gameplay in the MTG Commander game engine. While the lobby system handles pre-game setup, the gameplay networking components manage the actual game session, including state synchronization, player actions, and handling departures.
Overview
The gameplay networking implementation focuses on several key areas:
- State Management: Maintaining and synchronizing the game state across all clients
- Action Processing: Handling player actions and their effects on the game state
- Synchronization: Ensuring all clients have a consistent view of the game
- Departure Handling: Managing player disconnections and reconnections
Gameplay Components
State Management
The State Management system handles the representation and replication of game state:
- Core game state structure and components
- State replication with bevy_replicon
- Hidden information management
- State consistency and verification
- Rollback and Recovery for handling network disruptions
Synchronization
The Synchronization system ensures all clients maintain a consistent view of the game:
- Server-authoritative model
- Command-based synchronization
- Incremental state updates
- Tick-based processing
- Handling network issues
Departure Handling
The Departure Handling system manages player disconnections and reconnections:
- Detecting disconnections
- Preserving game state for disconnected players
- Handling reconnections
- Game continuation policies
- Timeout and abandonment handling
Implementation Principles
Our gameplay networking implementation follows these core principles:
- Server Authority: The server is the single source of truth for game state
- Minimal Network Usage: Only necessary information is transmitted
- Resilience: The system can handle network disruptions gracefully through deterministic rollbacks
- Security: Hidden information remains protected
- Fairness: All players have equal opportunity regardless of network conditions
- Determinism: Game actions produce identical results when replayed with the same RNG state
Integration with Other Systems
The gameplay networking components integrate with several other systems:
- Lobby System: For transitioning from lobby to game
- Security: For protecting hidden information and preventing cheating
- Testing: For validating network behavior and performance
Future Enhancements
Planned gameplay networking enhancements include:
- Spectator Mode: Allow non-players to watch games in progress
- Replay System: Record and replay games for analysis
- Enhanced Reconnection: More sophisticated state recovery for long disconnections
- Optimized Synchronization: Improved performance for complex game states
- Cross-Platform Play: Ensure consistent experience across different platforms
This documentation will evolve as the gameplay networking implementation progresses.