[HN Gopher] Networking of a turn-based game
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       Networking of a turn-based game
        
       Author : blue1
       Score  : 51 points
       Date   : 2022-02-15 21:05 UTC (1 hours ago)
        
 (HTM) web link (longwelwind.net)
 (TXT) w3m dump (longwelwind.net)
        
       | bob1029 wrote:
       | In my experience, most of the pain boils down to synchronization
       | of state between participants. This is also your principal vector
       | for cheating.
       | 
       | If you are willing and able to make a very extreme sacrifice
       | regarding client-server architecture, it is feasible to
       | consolidate all state to 1 synchronous domain while serving an
       | arbitrary number of participants.
       | 
       | The sacrifice is basically to build your game as a native take on
       | the Google Stadia model. I.e. inputs are raw player events,
       | output is a low latency A/V stream back to player.
       | 
       | Keep in mind you don't have to always serve an x264 stream to all
       | clients. Depending on your objectives and type of game, you can
       | serve an intermediate view model that instructs the client on how
       | to draw its view using local assets and resources (textures,
       | models, gpus, etc). This would be more like how Blazor server-
       | side model operates.
        
       | d0m3 wrote:
       | Nice article. I built my own online version of a turn based board
       | game because none exists at the moment. I just want to play with
       | my family so I didn't bother coding a server at all, instead all
       | clients communicate their actions to all others so I naturally
       | implemented the deterministic approach. I haven't thought about
       | secret state so it's interesting to see a possible solution for
       | that. Fun!
        
       | wanderer_ wrote:
       | I have poked and prodded at making my own turn-based game, and
       | one thing I have learned is validation. Don't trust input, and
       | you will make robust serverside code. Assume every bit sent by
       | the client was maliciously sent in order to bring down your
       | service in flames. Keep this mentality, and security becomes that
       | much easier.
       | 
       | AJAX long polling is a good way to send data while avoiding
       | spurious requests and/or delays, albeit with a bit more load on
       | the server.
        
         | MrLeap wrote:
         | Seconded. The way I look at this is to always build the
         | allowable action space from nothing, and default to nothing.
         | Most of the time it involves a state machine where each node
         | comes with a white list of currently allowable verbs a client
         | can send.
         | 
         | The alternative is an infinite action soup, which opens
         | opportunities for inspiration by lateral thinking. I'm doing it
         | this way for a single player Lovecraftian text editor I'm
         | working on. It's a terrible idea for multiplayer things.
        
       | CyberShadow wrote:
       | The second-generation Worms games (2, Armageddon, WWP) use the
       | same approach (here called "Deterministic action propagation
       | method"). It was implemented by Karl Morton, and we also used for
       | replay files (which is why the game logic is meticulously
       | versioned).
       | 
       | The solution we used for managing secret state, when the state is
       | from a random source, is to delay generating the secret
       | information for as long as possible (so, e.g., if a card is
       | drawn, the drawn card is decided at that moment, as opposed to
       | pre-shuffling the deck at the start of the game). We experimented
       | with some designs in which the secret is revealed only to the
       | player who owns it, and the rest only see a verifiable hash of
       | the secret until the player performs an action which reveals the
       | secret; however, it doesn't solve the general problem that any
       | time the game must immediately (without network latency) make a
       | random choice, the design must compromise between either allowing
       | a hacked client to predict the result (when the RNG output is
       | stable) or manipulate it (when the RNG output changes very often,
       | e.g. every frame).
       | 
       | Sadly, the newer games went for a simpler synchronization
       | algorithm, in which if a discrepancy is detected, the entire
       | state is simply copied over from one player's game to another.
       | This does allows blatant cheating; I'm guessing it was a
       | concession due to the new engine lacking in robustness or
       | portability.
        
       | Spivakov wrote:
       | About deterministic propagation model: "It relies on the
       | assumption that processing the actions of a player is
       | deterministic."
       | 
       | I am curious in what scenario of online gaming does this
       | assumption fail.
       | 
       | I remember that about a decade ago there was a mobile game called
       | Chaos and Order (like dota/League of Legends but was played on
       | apple device). In one game, I heavily outplayed my opponent.
       | After winning the match we added friends and realized that we
       | actually experienced two totally different games - he lost it in
       | my game but won it on his side, and my in-game actions made
       | nonsense in his one. We called it a "ghost".
       | 
       | It is just funny to see how crappy the outcome would be if the
       | deterministic propagation fails. Also in context such as system
       | theory where error inevitably happens, the design shall make sure
       | the extent of failure will not go unbounded.
        
         | baggy_trough wrote:
         | Usually bugs, for example if the rng doesn't get handled in
         | precisely the same way.
        
         | meheleventyone wrote:
         | The very worst kind of determinism errors are butterfly effect
         | like in that you don't notice the desync until long after the
         | cause has occurred. It's pretty imperative if you're building a
         | deterministic system to add a layer of error checking right
         | from the start so you can ensure each party ends up in the same
         | state and identify desync very early. On the other hand you
         | also want to identify where desync doesn't matter (for example
         | most FX) so you limit the scope of what has to be deterministic
         | to keep things simple.
        
         | ermir wrote:
         | This is called a "desync" and is a bug in a particular
         | implementation of multiplayer networking. In this model instead
         | of the server sending the state to each player, it sends their
         | inputs, and allows the local device to completely determine the
         | state of the game. If there are any differences at all in how
         | the game's calculations are made, the game will have different
         | states in different devices. Even different models of the
         | iPhone may have tiny differences in how they calculate the
         | square root for example, and over time these minor differences
         | cascade into totally different games.
        
         | Thaxll wrote:
         | Imagine the same game being played on different platform (
         | different CPU... ) with different compiler etc ... it's
         | possible that the physics does not behave exacly the same
         | everywhere.
         | 
         | It used to be the case not so long ago.
        
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