multiplayer-building
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Original
English🇨🇳
Translation
ChineseMultiplayer Building
多人建造
Networking layer for multiplayer building games.
适用于多人建造类游戏的网络层。
Quick Start
快速开始
javascript
import { BuildingNetworkServer, BuildingNetworkClient } from './scripts/building-network-manager.js';
// Server
const server = new BuildingNetworkServer(buildingSystem, {
tickRate: 20,
conflictStrategy: 'first_write'
});
server.start();
// Client
const client = new BuildingNetworkClient(buildingSystem);
client.connect('ws://server:8080');
const localPiece = client.placeRequest('wall', position, rotation);javascript
import { BuildingNetworkServer, BuildingNetworkClient } from './scripts/building-network-manager.js';
// Server
const server = new BuildingNetworkServer(buildingSystem, {
tickRate: 20,
conflictStrategy: 'first_write'
});
server.start();
// Client
const client = new BuildingNetworkClient(buildingSystem);
client.connect('ws://server:8080');
const localPiece = client.placeRequest('wall', position, rotation);Reference
参考资料
See for:
references/multiplayer-networking.md- Authority model comparison
- Delta compression strategy
- Conflict resolution approaches
- Large structure synchronization
详见文档,内容包括:
references/multiplayer-networking.md- 权威模型对比
- 增量压缩策略
- 冲突解决方案
- 大型结构同步
Scripts
脚本文件
- - Only sync changed state (Source engine pattern)
scripts/delta-compression.js - - Optimistic placement with rollback
scripts/client-prediction.js - - Handle simultaneous builds (first-write, timestamp, lock-based)
scripts/conflict-resolver.js - - Complete server/client system
scripts/building-network-manager.js
- - 仅同步变更状态(Source引擎模式)
scripts/delta-compression.js - - 带回滚机制的乐观放置
scripts/client-prediction.js - - 处理同时建造操作(先写优先、时间戳、基于锁)
scripts/conflict-resolver.js - - 完整的服务器/客户端系统
scripts/building-network-manager.js
Architecture
架构设计
Server-authoritative with client prediction:
- Client predicts placement locally (ghost piece)
- Server validates and confirms/rejects
- Client reconciles with server state
- Delta compression syncs only changes
服务器权威型架构结合客户端预测:
- 客户端本地预测放置(虚影部件)
- 服务器验证并确认/拒绝
- 客户端与服务器状态协调一致
- 增量压缩仅同步变更内容