Networking Documentation
This section outlines the implementation of multiplayer functionality for the Rummage MTG Commander game engine using bevy_replicon.
Table of Contents
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
- Architecture Overview - Introduction to networking architecture and concepts
- Implementation Details - Detailed implementation guidelines and code structure
- Protocol Specification - Networking protocol, message formats, and synchronization
- Multiplayer Overview - High-level overview of multiplayer functionality
- RNG Synchronization - Managing random number generation across network boundaries
Lobby System
- Lobby Index - Overview of the lobby system
- UI Components - Documentation for user interface components
- Backend - Server-side implementation details
- Chat System - Chat functionality documentation
- Deck Viewer - Deck viewing and management
Gameplay Networking
- Departure Handling - Handling player disconnections and departures
- State Management - Game state synchronization
- Rollback System - State recovery after network disruptions
- Replicon Rollback Integration - Integrating bevy_replicon with RNG state for rollbacks
- Synchronization - Methods for keeping game state in sync
Testing
- Testing Overview - General testing approach
- Advanced Techniques - Advanced testing techniques
- RNG Synchronization Tests - Testing RNG determinism in multiplayer
- Replicon RNG Tests - Testing bevy_replicon integration with RNG state
- Integration Testing - Integration testing methodologies
- Security Testing - Security-focused testing
Security
- Authentication - User authentication and authorization
- Anti-Cheat - Preventing and detecting cheating
- Hidden Information - Managing hidden game information
Implementation Status
This documentation represents the design and implementation of the networking system. Components are marked as follows:
Component | Status | Description |
---|---|---|
Core Network Architecture | ✅ | Basic network architecture using bevy_replicon |
Client-Server Communication | ✅ | Basic client-server messaging |
Lobby System | 🔄 | System for creating and joining game lobbies |
Game State Synchronization | 🔄 | Synchronizing game state across the network |
RNG Synchronization | ✅ | Maintaining consistent random number generation |
Rollback System | ✅ | Recovery from network disruptions |
Replicon Integration | ✅ | Integration 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:
- Review the Core Architecture Overview
- Understand the Implementation Details
- Set up a local development environment with bevy_replicon
- Start with the basic client-server connectivity
- 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.