[HN Gopher] Modern cloud for multiplayer games
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       Modern cloud for multiplayer games
        
       Author : hpx7
       Score  : 134 points
       Date   : 2022-06-30 15:46 UTC (7 hours ago)
        
 (HTM) web link (blog.hathora.dev)
 (TXT) w3m dump (blog.hathora.dev)
        
       | beebeepka wrote:
       | Deceptive title. Almost triggered me but this looks like a cool
       | project. Hosting game servers isn't as trivial as it used to be.
       | 
       | Back in the day all you had to do was execute a command with a
       | given config. Man, hosting Quake 3 servers was stupid easy. These
       | days I need middlewere such as LinuxGSM in order to deploy an
       | instance of Quake Live. Just one, though... because reasons.
       | 
       | I know why things are complicated these days. I really do. But it
       | sucks
        
       | HacklesRaised wrote:
       | Might be worth a conversation with Glen Fieldlers crew, perhaps a
       | less naive presentation might follow.
        
       | 101008 wrote:
       | Interesting article! Congrats on the launch. But as an ocassional
       | gamer I thought the way online games work was different.
       | 
       | For example, I play FIFA online and I believed that once a match
       | making had place, Player A (me) synced a seed with Player B, and
       | then the only thing that had to go over the network was the
       | input, and every device could generate the game since they shared
       | the same seed (which makes it deterministic).
       | 
       | Isn't much more complicated to have the engine on the server and
       | send the state to the device?
        
         | semitones wrote:
         | It's easier to prevent cheating if the engine is on the server.
         | Could you elaborate on what you mean by
         | 
         | > they shared the same seed (which makes it deterministic)
         | 
         | In addition to game init params (like random seeds), the game
         | state is also a function of time, which cannot be synchronized
         | the same way that seeds can.
        
         | ladberg wrote:
         | The vast majority of games don't work the way you're talking
         | about. I think the only ones that do are fighting games where
         | latency is crucial.
         | 
         | It's much more complicated to only share input because to avoid
         | desync the game engine has to be able to either rollback the
         | state to accept inputs from other players sent over a slow
         | connection, or alternatively just pause the game until it
         | receives the next tick's inputs. See this article:
         | https://arstechnica.com/gaming/2019/10/explaining-how-fighti...
        
         | [deleted]
        
       | CJefferson wrote:
       | I can't find any details on the actual protocol, and what
       | features it supports.
       | 
       | In real-time multiplayer games, we often need to worry about
       | dynamic latency adjustment, prediction and rollback. Are any of
       | these built-in?
        
         | hpx7 wrote:
         | For an example Hathora game that does client prediction and
         | rollback, take a look at https://github.com/ourcade/flappy-
         | bird-hathora
        
           | CJefferson wrote:
           | Thanks, that is a really interesting example.
           | 
           | I am a bit worried by "Dropped or lost input packets are also
           | not handled in this example.", as I would have hoped handling
           | dropped + lost packets would be a framework issue, not a "me"
           | issue.
        
             | hpx7 wrote:
             | I'm not the author of the game so not sure exactly what
             | they meant by that, but that game uses Websockets which are
             | built on top of TCP, so developers shouldn't have to deal
             | with dropped packets (and our UDP implementation will have
             | automatic retry built in as well)
        
       | Qiu_Zhanxuan wrote:
       | Nice read-up, learnt a lot, thanks !
        
       | hyperionplays wrote:
       | How is this different to say OneQode[0]?
       | 
       | [0] https://oneqode.com
        
       | sebular wrote:
       | I was excited by Hathora and sat down to integrate it into a
       | project I'm working on, only to find that it only supports
       | Websockets.
       | 
       | Given the inherent latency of using TCP-based messaging, it feels
       | odd to advertise this as being good for real time games.
       | 
       | I see that UDP is on the roadmap, so that's good. Will you
       | support WebRTC for building low latency real time gaming
       | experiences on the web?
        
         | hpx7 wrote:
         | Hathora actually supports raw TCP connections in addition to
         | Websockets, and we're very close to shipping raw UDP support as
         | well!
         | 
         | For the web, we're deciding between using WebRTC or
         | leapfrogging straight to WebTransport[0]. Either solution would
         | be a thin layer on top of the raw UDP work
         | 
         | [0] https://web.dev/webtransport/
        
       | barnabask wrote:
       | I'm rooting for you guys, truly. Congrats on the launch and
       | thanks for offering a free trial.
       | 
       | However... personally I clicked around looking for pricing, found
       | nothing. I understand it's early and you don't have it figured
       | out yet, that's fine. I get it will cost more than if I tried to
       | roll my own solution on bare metal, sure. But how much more?
       | AFAIK it will be somewhere between ten cents and a billion
       | dollars a month, or per player, or cats per donut, who knows.
       | 
       | I'm starting to think that new services silently loose far more
       | users through the uncertainty of opaque or nonexistent pricing
       | ("contact us!") than they will gain with free trials.
        
         | dsiddharth wrote:
         | Hathora Cloud is still very young and iterating quickly. We've
         | been in a private beta with select design partners and we're
         | onboarding users slowly via signups.
         | 
         | When we make it generally available, we will definitely make
         | pricing front and center!
        
       | Shadonototra wrote:
       | nodejs server for games = how to burn your money fast world
       | record
       | 
       | the money people coming telling game devs how to make their
       | servers to become inefficient
       | 
       | little do they know
        
         | valbaca wrote:
         | from what I can tell, the NodeJS server was a trivial example
         | of the _customer 's_ server, not their implementation. they
         | take in docker containers
        
       | thruflo wrote:
       | This is really cool. It takes a hard domain -- multiplayer -- and
       | makes it much more accessible.
       | 
       | I think the docs link is a great intro: https://docs.hathora.dev
        
       | [deleted]
        
       | dsiddharth wrote:
       | Hi HN -- CEO of Hathora here. We've spent most of our careers in
       | infrastructure and are excited to modernize the gaming stack.
       | 
       | Happy to answer any questions :)
        
         | dijit wrote:
         | Interesting product; I am also working in this space on a
         | similar concept though geared towards AA/II gamedevelopers.
         | 
         | I didn't get a good grasp, however, of how it compares to
         | something like Photon: https://www.photonengine.com/
        
         | CobrastanJorji wrote:
         | Is Hathora a product? The blog post mentions a free tier, which
         | is great, but I can't find any references to any pricing or
         | tier information at all, or even a link to buy something.
         | There's documentation showing how to run a dev server locally,
         | but, like...what happens then?
         | 
         | Does Hathora have any customers? It says "scale to millions."
         | Has anyone ever used Hathora to scale to millions of something?
        
           | jkchu wrote:
           | Not dsiddharth, but for what it's worth I am using Hathora
           | for my upcoming game (it's almost complete!). Their product
           | still very new, but they have been extremely helpful with
           | every step of the process building with Hathora.
           | 
           | They have two products - an open-source dev framework (free)
           | and a cloud-hosting product (paid).
           | 
           | My games will likely never reach millions players, but my
           | first two games led to over 1,000 sign-ups and I've made over
           | $1k in revenue (which I'm super proud of). I can report back
           | with how my newest game does after it launches.
        
             | iAmAPencilYo wrote:
             | That's really cool - possible to llshow the two games that
             | you've built already with Hathora?
        
               | jkchu wrote:
               | My first two games were built with my own hacky web
               | sockets implementation. From a software perspective it's
               | pretty messy, but it gets the job done haha.
               | 
               | I actually had built an alpha version of my 3rd game with
               | my own networking code, but because it is more of a real-
               | time game, there were tons of bugs. Switching to use
               | Hathora for the back-end logic has made the game much
               | more stable so I can finally work to release the game.
               | 
               | You can check out my first two games here:
               | https://gomobo.app/. They play kind of similar to Jackbox
               | games, but with more strategy board game elements. Would
               | love to hear what you think!
        
             | [deleted]
        
         | chrisfosterelli wrote:
         | No questions but I love the illustrations on this post. Nice
         | work!
        
         | 0des wrote:
         | Can you enable ShowDead and answer XeonMC's question? Seems
         | like a normal question, not sure how the user got in the spam
         | filter. Happens a lot these days to otherwise normal questions.
        
         | [deleted]
        
         | xeonmc wrote:
         | So this is basically a fancy game-specific VPN isn't it? How is
         | it different from Steam Networking which lets players connect
         | to their closest endpoint and routes traffic through Valve's
         | backbone? The only way this service could offer any benefit
         | over Valve's is if you can run edge processing right at the
         | gateway for a Matrix.org-esq protocol for a distributed-
         | authority netcode so that the gameclient's physics/hit-
         | prediction length is only the latency to its gateway rather
         | than all the way to the central authoritative server. But then
         | this would need gamedevs to actually know what they're doing
         | regarding how to re-architect netcode, which, given the quality
         | of Riot's Valorant supposedly being the shining beacon of
         | engineering among gamedevs, is not a very auspicious prospect.
        
           | gopher_space wrote:
           | You're missing the external requirements a game might have.
           | Multiplatform? Multiplatform with shared online play?
           | Publisher wants certain services? Publisher already has its
           | own services? Service sucks to actually work with?
        
           | YarickR2 wrote:
           | Well, matchmaking and lobby is at least as important as
           | connectivity ; not every multiplayer game requires absolutely
           | flawless connectivity and pings in tens of ms, but every
           | multiplayer game requires some kind of a player profile , and
           | many of those games have a notion of "match", and "players
           | participating in a match", thus requiring a matchmaking based
           | on some rules, most often those are player level and user
           | location. Almost every game I, as an ops engineer, took part
           | in launching and running, was implementing those two parts,
           | with varying degrees of success and finesse
        
             | sgtnoodle wrote:
             | Does anyone remember Microsoft's matchmaking system back in
             | the 90's? MSN The Zone or something like that? It was
             | terrible! :-)
        
           | dsiddharth wrote:
           | I'm not too familiar with Steam Networking, but at a glance
           | here are some differences:
           | 
           | - Steam Networking seems mostly for peer-to-peer messaging,
           | so it's closer to a STUN server (used by WebRTC for sending
           | UDP datagrams). It's excellent for sending messages over
           | high-quality links, but if you want to run server side logic,
           | it doesn't seem like Steam Networking will help much.
           | 
           | - On the flip side Hathora is a server-authoritative
           | framework, which can run arbitrary game code on our
           | infrastructure. This is closer to a cloud provider. The
           | difference between us and just using AWS or DO is that we're
           | providing the "Steam Networking"-like edge network out of the
           | box and tailoring our use case to the needs of game devs.
           | 
           | - Lastly, we can actually spin up compute infra at the edge
           | if enough of your users are originating from a location far
           | from the rest of your servers. Let's say your game starts to
           | go popular in Asia today, our routing layer is smart enough
           | to launch a server in Singapore instead of connecting users
           | to far away game servers.
        
       | [deleted]
        
       | njaremko wrote:
       | What differentiates this from a more general solution like
       | fly.io? It seems like what's being provided is an auto-scaling
       | docker deployment with fast cross region network links, and
       | storage? Fly provides all of that, and isn't focused on gaming.
       | Why would I choose Hathora?
        
         | paulgb wrote:
         | If you look at the cli screencast, it appears to be using fly
         | under the hood.
        
           | dsiddharth wrote:
           | Yep, we love Fly.io! We're building our platform-as-a-service
           | on top of Fly and augmenting it for gaming-specific needs.
        
         | hpx7 wrote:
         | Hathora Cloud provides several important features specific to
         | multiplayer gaming. To list a few:
         | 
         | 1) Built in authentication/identity
         | 
         | 2) Session/room based connections (with lobbies, matchmaking,
         | etc)
         | 
         | 3) Handlers for various transports (websocket, TCP, UDP)
        
           | DaiPlusPlus wrote:
           | So you're competing with Azure Playfab... so are those
           | services you mentioned just now available a-la-carte or is it
           | an all-or-nothing approach? (as in, can you use your
           | sessions/rooms without using your IdP / can we bring our own
           | IdP (using OIDC? SAML?) - or is your room system built around
           | your IdP?
           | 
           | Websockets are very different to BSD Sockets (TCP/UDP/etc)
           | though (string messages vs. binary packets/datagrams) - if
           | you're abstracting-away then that means devs are ceding a lot
           | of control over the performance dials (TCP_NODELAY? Nagle?)
           | 
           | The example in the article using a Node.js-based game-server
           | is fine, but what options do people needing to run a Quake-
           | style game server (i.e. a ph-phat binary) have?
        
             | [deleted]
        
             | hpx7 wrote:
             | Hathora's auth story is basically bring your own JWT token.
             | So you can implement your own custom auth as long as you
             | end up with a JWT signed using your APP_SECRET in the end.
             | 
             | Websockets do actually support binary packets not just
             | strings. But yes you lose control over the server side
             | receiver part of the connection (we think most developers
             | will be ok with this)
             | 
             | Hathora Cloud will be able to run anything that can be
             | packaged into a Docker container and implement the Hathora
             | Protocol (yet to be formally documented)
        
       | hpx7 wrote:
       | If anyone wants to try out a game I made using Hathora for a
       | recent gamejam, you can check out star-jump:
       | https://hpx7.itch.io/star-jump
       | 
       | It's a 2d multiplayer platformer using Phaser[0] for physics on
       | the backend, and it's hosted on Hathora Cloud!
       | 
       | [0] https://phaser.io/
        
         | themanmaran wrote:
         | FYI the "Submission to ...ll Submissions! banner blocks part of
         | the game window.
        
         | nomel wrote:
         | Can anyone else confirm that this doesn't work in Safari 15.4?
        
           | hpx7 wrote:
           | Try https://hpx7.itch.io/ship-connect if you want to see a
           | mobile friendly Hathora game (made for a different gamejam)
           | 
           | Edit: I realize now you're talking about desktop Safari.
           | Star-jump doesn't seem to work on it for some reason, will
           | have to investigate why...
        
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       (page generated 2022-06-30 23:00 UTC)