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Reliving the history of
multi player games
@phuesler @rirei
At Wooga
Evolution
is driven by teams
Technologies
Architecture
Platforms
User interaction
Level 1:
Read-only
interaction
High score
Pacman
read-only access
Client
Score
DB
Client
Level 2:
Inbox
interaction
Turn based
Empire Civilization
inbox
Client
Inbox
Client
DB
Inbox interaction
Client
Inbox
App
Client
woo.ga/backend
Level 3:
Real
interaction
Real interaction
MUD World of Warcraft
Real interaction
Client
Usr Usr
Loc
App
Client
Handling conflicts
Client
Usr Usr
Loc
App
Log Log
Client
woo.ga/backend
Level 4:
Real time
interaction
Real time interaction
Super Mario Kart Starcraft
Player 1 Player 2
Server
Player 1 Player 2
Server
Player 1 Player 2
Server
Sources of inspiration
• good throughput
• low latency
• low packet loss
• no jitter
We depend on
Level 4:
Real time
interaction on mobile
3G
Internet
Bandwidth
0.73 Mbps
1.2 Mbps3G
https://de.wikipedia.org/wiki/High_Speed_Uplink_Packet_Access
https://de.wikipedia.org/wiki/High_Speed_Downlink_Packet_Access
Added Latency (RTT) *
3G 70 - 180 ms
http://202.194.20.8/proc/VTC09Spring/DATA/09-18-19.PDF
* HSDPA/HSUPA
Packet loss
Latency Jitter
0
75
150
225
300
RTT ms
Let’s do
Bomberman
Client Prediction
Extrapolation
Interpolation
Lag Compensation
Latency Object Replication
Quality of Service
Physics
Collision Detection
TCP
UDP
Real Time
Match Making
Packet Loss
Synchronization
Peer-To-Peer
Lockstep
Protocol
1
Architecture
C1 C2Server
move :up c1 moved :up
place bombc2 placed bomb
bomb exploded bomb exploded
game over game over
TCP
JSON
EASY!!!
Works on
Wifi:)
game doesn’t
work on 3G
:(
Jitter
Dropped packets
TCP Packet Ordering and
Resend
TCP Flow and Congestion
Control
Warping
noupdate
noupdate
noupdate
4 updates
at once
or
WORSE
:(
2
Architecture
move :up
C1 C2Server
c1 moved :up
place bombc2 placed bomb
bomb exploded bomb exploded
game over game over
UDP 3G
Will it work?
Poor man’s TCP
User Id Local Seq No Remote Seq No Ack bitfield
JSON PayloadJSON PayloadJSON PayloadJSON Payload
• http://gafferongames.com/networking-for-game-programmers/reliability-and-flow-control/
Poor man’s TCP
Ordering
Acknowledge Packets
Resending Packets
Flow Control
Congestion Control
✔
✔
X
X
X
UDP 3G
✔Tested with a few providers in Germany, Switzerland and Netherlands
game barely
works on Wifi
:|
game doesn’t
work at all on
3G!!!
:(
Packet Loss
No synchronization
3
UDP
JSON
State updates
Send full state
Full State
Full State
Full State
Full State
MTU
Ethernet 1500 bytes
PPPoE 1492 bytes
Edge 1440 bytes
https://en.wikipedia.org/wiki/Maximum_transmission_unit
http://ipixcel.org/EDGE_Capabilities,_Technology,_and_Applications_PDF.pdf
Architecture
C1 C2Server
move :up
state update state update
state update state update
game over game over
move :down
10 msg/second
100 ms walking speed
Game
works on
3G:)
Highscores and
Matchmaking are
BROKEN!:(
4
Architecture
C1 C2Server
move :up
state update state update
state update state update
game over game over
move :down
Different Concerns
Game
Play
Matchmaking
Highscores
Login/Logout
User Data
Reliable Unreliable
Different Concerns
Game
Play
Matchmaking
Highscores
Login/Logout
User Data
HTTP UDP
Server architecture
Lobby Server
HTTP Service
User Registry
Matchmaking
Logic
Game Server
UDP Service
User Registry
Game Logic
RPC
Database
UDP
Binary
Binary protocol
64 bit 32bit 32bit 8bit 8bit Rest
User Id SeqNr Ack Bitfield Command Payload
144 bits 944 bits
118 bytes18 bytes
2 Player State update
~
136 bytes
56K Modem
7 KBps
10 msg/second
1.420 KBps
✔
Improved
Gameplay
:)
5
FIFO with timers
Casual Matchmaking
Skill Time
4 Players
Match
Hierarchical Clustering
Better Matchmaking
1
2
3
4
5
6
7
Queueing
=10
10
10
10
Start Game
1
2
3
4
5
6
7
Find Matches
=1
Reschedule
2
3
4
6
10
10
10
=1
Better
Matchmaking:)
Geo Matching
Play
Locally:)
Debugging
Terminal Client
Bots
Network Link Conditioner
Erlang tools
erlscript
WX
Widgets
Remote Shell
Hot Code
Reload
Level 4:
Finished
mobile multi player
User interaction
Questions?
@phuesler @jrirei
http://wooga.com/jobs

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Reliving the history of multiplayer games