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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: input frames exchanged per step, prediction by the last frame that arrived, a rollback when a confirmation disagreed, and a dropped-correction count a game can show without asking what a rollback is.

Plain Dart. NetSession reads a caller's input through two callbacks and never names a genre, a widget or a socket. NetTransport is the one door to a real network; LoopbackTransport stands in for it with a real fixed delay and a real, seeded loss rate, which is what the test suite drives two sessions through rather than a mock that cannot lie about timing. A real transport — 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 net-02's relay: one process, rooms by a short code in the URL path, no accounts, its role narrowed to signalling and a WebSocket fallback for a network WebRTC cannot cross.

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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.

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Topics

#game-development #game-engine #networking #multiplayer

License

unknown (license)

Dependencies

flutter3d_sim, web_socket_channel

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