flutter3d_net 0.8.1
flutter3d_net: ^0.8.1 copied to clipboard
Rollback netcode over `sim`: input frames per step, prediction, correction, and the transport behind an interface so a game never names WebRTC or a socket.
flutter3d_net #
Rollback netcode over flutter3d_sim, part of flutter3d. Peers exchange input frames every step, predict with the last frame that arrived, and roll back when a confirmation disagrees. The session also keeps a count of dropped corrections that a game can show without having to explain what a rollback is.
It is plain Dart. NetSession reads the caller's input through two callbacks
and never names a genre, a widget or a socket. NetTransport is the only way
out to a real network. LoopbackTransport stands in for it with a real fixed
delay and a real, seeded loss rate, and the test suite drives two sessions
through it instead of through a mock that cannot lie about timing. A real
transport, such as a relay over WebSocket or WebRTC through
flutter3d_net_webrtc,
implements the same interface.
import 'package:flutter3d_net/flutter3d_net.dart';
final session = NetSession(
transport: myTransport,
captureLocalFrame: () => myLatestInput(),
applyAndStep: (local, remote) => myGame.step(local, remote),
save: () => myGame.snapshot(),
restore: (snapshot) => myGame.restore(snapshot),
);
bin/relay.dart is the relay from net-02: one process, rooms identified by a
short code in the URL path, and no accounts. Its role is limited to signalling
and a WebSocket fallback for networks WebRTC cannot cross.