ranguli / enet-experiment

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Protocol Specification

Types of messages

The principle is that a message starts with an ID number which indicates what the message is for, and how the rest of the message should be interpreted.

Message Reference

Message type ID Parameters Payload Size
POSITION 1 (char) Object ID (uint64_t) X Position ( uint64_t ) Y Position ( uint64_t ) Z Position ( uint64_t ) 12 bytes

POSITION

A position message tells a host where a given game object (denoted by its ID) should exist in the game world with x, y, z coordinates. A client sends a position message to the server telling it where the client wants to be. A server sends a position message telling a client where it must be.

TODO: We'd need to actually handle disagreements between the client and server on positioning. The server should be authoritative but we'd need to implement some kind of way to mediate. Maybe client-side prediction.

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