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Networking
aernw edited this page Dec 16, 2025
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1 revision
Two-phase networking model:
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Lobby Phase (TCP)
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LobbyServermanages joins/ready/kick via JSON (ASIO). - Once minimum players ready, server dispatches UDP session info.
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Game Phase (UDP)
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GameServerruns authoritative simulation. - Custom binary protocol (Serializer/Deserializer) keeps clients in sync.
- Client-side prediction with reconciliation.
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libs/network/include/LobbyServer.hpplibs/network/include/GameServer.hpplibs/network/include/Protocol.hpp
flowchart LR
Client -- TCP --> LobbyServer
LobbyServer -- start command --> GameServer
Client -- UDP --> GameServer
Combine this with Client & Server Flow for the gameplay lifecycle.