Networking Documentation

This section outlines the implementation of multiplayer functionality for the Rummage MTG Commander game engine using bevy_replicon.

Table of Contents

  1. Overview
  2. Key Components
  3. Implementation Status
  4. Recent Updates
  5. Getting Started
  6. Future Enhancements

Overview

The networking system enables multiplayer gameplay with features like state synchronization, lobby management, and rollback mechanisms for handling network disruptions. The implementation is built on bevy_replicon, providing a robust foundation for networked gameplay.

For a comprehensive overview, see the Core Architecture Overview.

Key Components

The networking system consists of the following major components:

Core Networking

Lobby System

Gameplay Networking

Testing

Security

Implementation Status

This documentation represents the design and implementation of the networking system. Components are marked as follows:

ComponentStatusDescription
Core Network ArchitectureBasic network architecture using bevy_replicon
Client-Server CommunicationBasic client-server messaging
Lobby System🔄System for creating and joining game lobbies
Game State Synchronization🔄Synchronizing game state across the network
RNG SynchronizationMaintaining consistent random number generation
Rollback SystemRecovery from network disruptions
Replicon IntegrationIntegration with bevy_replicon for entity replication
Auth System⚠️Player authentication and authorization
Anti-Cheat⚠️Measures to prevent cheating
Hidden Information🔄Managing information that should be hidden from certain players
Chat System⚠️In-game communication
Spectator Mode⚠️Support for non-player observers

Legend:

  • ✅ Implemented and tested
  • 🔄 In progress
  • ⚠️ Planned but not yet implemented

Recent Updates

Recent updates to the networking documentation include:

  • Replicon Integration: Added detailed documentation for integrating bevy_replicon with our RNG state management system
  • Rollback Mechanism: Enhanced documentation of rollback mechanisms for handling network disruptions
  • Test Framework: Expanded testing documentation with new test cases for RNG synchronization
  • Performance Considerations: Added guidance on optimizing network performance

Getting Started

To begin working on the networking implementation:

  1. Review the Core Architecture Overview
  2. Understand the Implementation Details
  3. Set up a local development environment with bevy_replicon
  4. Start with the basic client-server connectivity
  5. Incrementally add features following the implementation plan

Future Enhancements

In future versions, we plan to enhance the networking implementation with:

  • Spectator Mode: Allow non-players to watch games in progress
  • Replay System: Record and replay games for analysis or sharing
  • Tournament Support: Special features for organizing and running tournaments
  • Cross-Platform Play: Ensure compatibility across different platforms
  • Advanced Anti-Cheat: More sophisticated measures to prevent cheating
  • Voice Chat Integration: In-game communication between players

This documentation will evolve as the networking implementation progresses. Check back regularly for updates and additional details.