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Keeping sync in multiplayer RTS game that uses floating point arithmetic

I'm writing a 2D space RTS game in C#. Single player works. Now I want to add some multiplayer functionality. I googled for it and it seems there is only one way to have thousands of units continuously moving without a powerful net connection: send only the commands through the network while running the same simulation at every player.

And now there is a problem the entire engine uses doubles everywhere. And floating point calculations are depends heavily on compiler optimalizations and cpu architecture so it is very hard to keep things syncronized. And it is not grid based at all, and have a simple phisics engine to move the space-ships (space ships have impulse and angular-momentum...). So recoding the entire stuff to use fixed point would be quite cumbersome (but probably the only solution).

So I have 2 options so far:

  • Say bye to the current code and restart from scratch using integers
  • Make the game LAN only where there is enough bandwidth to have 8 players with thousands of units and sending the positions and orientation etc in (almost) every frame...

So I looking for better opinions, (or even tips on migrating the code to fixed-point without messing everything up...)

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Calmarius Avatar asked Dec 22 '09 20:12

Calmarius


2 Answers

Surely all your client will be using the same binary, so compiler optimisations have no effect on synchronisation issues.

Also, if you are only planning on targeting one architecture (or are at least only allowing people to play against each other if they are on the same architecture) then that doesn't matter either.

I've done exactly the same thing using floating points in C# developing games for the iPhone and desktop, and they both give the same results, even though the iPhone is ARM and desktop is x86.

Just make sure the game does exactly the same calculations and you will be fine.

If all else fails, just replace all instances of float in your game to a standard fixed-point arithmetic class. That way you can be 100% sure that your calculations are deterministic across architectures, although the nature of fixed-point arithmetic may adversely effect your game.

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Peter Alexander Avatar answered Sep 22 '22 13:09

Peter Alexander


I'm a little late responding to this, but from a Game Security point of view the simulation should only be running on the server/host (i.e.: don't trust the clients, they could be cheating):

  1. The clients should only be sending their movements/commands to the server (which discards bad inputs or clamps them within game limits, so a client saying "I'm running at 10,000m/s" gets clamped by the server to say 10m/s).

  2. The server/host only tells clients about things happening within their field of view (i.e.: a player at co-ordinates 0,0 doesn't get told about two AIs fighting each other at 200,0 if he can only see a radius of 50 units around him/herself).

It's the second part that saves the bandwidth - the simulation on the server/host may have thousands of objects to manage but the clients only need to know about 100 or 200 things within their own field of view.

The only wrinkle in the situation is things like dynamic fire (bullets, missiles, etc) whose range may be greater than a client's view radius. The server/host tells the clients their origin and initial trajectory/target object, the clients then simulate their path according to the same rules, but the kills are only valid in the simulation on the server/host.

Serializing the client-specific world state and compressing it before transmission can also be a huge win, especially if your class properties are only Public where needed. (I normally avoid XML, but we significantly improved compression ratios in one application by serializing to XML and compressing it versus serializing to a binary format and compressing that. I suspect the limited range of ASCII characters used had a hand in it, YMMV.)

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AlwaysLearning Avatar answered Sep 22 '22 13:09

AlwaysLearning