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Godot4 Multiplayer networking workbench

This utility wraps the workings of the three highlevel multiplayer networking protocols (ENet, Websockets, and WebRTC) into a plugin that can be dropped into any Godot project to enable it to be networked. There are hooks to enable VR players to compress, transmit, unpack and interpolate their avatar movements across the network by sharing keyframes into the Animation system.

Lightning talk at GodotCon2024

image

WebRTC enables peer to peer networking across the internet without a server. The signalling (the exchange of a small amount of network routing data between the peers) is done using a light-weight MQTT server, of which public versions are available.

image

Installation

This should run in Godot 4.3 or higher. The reusable component is in addons/player-networking
The system logic is embedded in a control panel that you can make invisible and operate externally with a restricted set of options tuned to your application, but it is exposed for the purpose of experimentation and debugging.

Addons

Addons that are missing can be downloaded from the AssetLib tab once you open the project.

  • mqtt-client v1.2 is already included because it is very small and pure GDScript

  • TwoVoip v3.4 is required to compress your audio stream from the microphone using the Opus library. It can be used on its own for testing from two-voip-godot-4 The asset is 100Mb, so is not included with the project

  • WebRTC plugin - Godot 4.1+ is required to implement the WebRTC protocol and is also about 100Mb in size (because it has the implementation for all platforms).
    Make sure you set its download directory to addons/webrtc.

  • addons/player-networking is the addon that this project is a demo for. It is not yet ready to be released as an addon it its own right.

Operation

The NetworkGateway scene runs the entire process and is composed of a tree of UI Control nodes that can be used directly to visualize the state for debugging, or hidden behind another conventional multiplayer UI such as a lobby (or "plaza", a term used to refer to players who can see one another on the MQTT server but have not partied-up into their chosen groups).

The main script NetworkGateway.gd manages the choice of protocol and the connections, while PlayerConnections.gd manages the players spawning and removal.

Demo project

The toy example in this repo lets you show and hide the NetworkGateway panel, and [Connect] to the default WebRTC gateway. This lets you talk to other players and see them move around their cursor. image

The lettered cards (make more with [New Card]) are synchronized by the MultiplayerSpawner and MultiplayerSynchronizer nodes. As you can see, they are out of sync with the players, who are moved by the Animation system.

Signalling is all done through the the public broker connected to test.mosquitto.org and you can sniff out all the signals if you run the command:

mosquitto_sub -h mosquitto.doesliverpool.xyz -t "cabbage/#" -v

This dumps everything in the room cabbage to the command line. You can choose other rooms, so that connection can be like meet.jit.si.

If you don't have WebRTC, you can connect using [CS] for Create ENET Server and [CC] for Connect as ENET client and it should all work on a local area network using UDP packet discovery.

Out of date docs below here

The use of a public MQTT broker to initiate the connections means we can set the connection to "As necessary", which means that if there's live server on the channel it starts out as a server, otherwise it starts as a client and connects to it. (Automatic handover code for when the server drops out is partly working, but unreliable, and could be finished if there is a sufficient use-case.)

You can select a different protocol (ENet or Websockets) when the Network is off, and then select server or client. There will be UDP packets sent by the server to help any clients on the same router network to find and connect to it without needing to look up the local IP number. (Or you can set this running on a external server with a fixed IP number on the internet)

Players

By default it uses the path /root/Main/Players as the node that keeps the players together, and considers the first node in there as the LocalPlayer.

The LocalPlayer gets a PlayerFrame node the the PlayerFrameLocal.gd script associated to it.
Any remote players that are created are included with the same, but with the PlayerFrameRemote.gd script attached to it. These are the scripts which receive the player motions generated locally and unpack and animate the player motions remotely.

These PlayerFrame nodes are what all the rpc() calls are made against. The Player nodes are given consistent names across the network based on the networkID so that these rpc() calls, which depend on finding the same node in the tree across different instances in the game, are able to work.

The script attached to the Player (the node containing the PlayerFrame that visualizes the avatar) must have the following functions:

  • func PAV_initavatarlocal(): Called at startup on the LocalPlayer

  • func PAV_initavatarremote(avatardata): Called when a new RemotePlayer is created in the Players node

  • func PAV_avatarinitdata() -> avatardata: The dict of data called on the LocalPlayer and sent to the function above

  • func playername(): Used in the Networking UI to list the players

  • func PAV_processlocalavatarposition(delta): Called directly from the PlayerFrameLocal _process() function before it reads the position

  • func PAV_avatartoframedata() -> fd: dict of local player position state generated at each frame

  • func PAV_framedatatoavatar(fd): The unpacking of the remote player position state from the frame data.

  • func PAV_createspawnpoint(): The server generates a span point for each client

  • func PAV_receivespawnpoint(sfd): The spawn point as received from the server after connection

  • static func changethinnedframedatafordoppelganger(fd, doppelnetoffset): A function used to distort the set of frame data so it can be used as a player doppelganger to see how the motions would look on the other side of a network in real time.

To avoid a huge load on the network, the PlayerFrameLocal.gd and PlayerFrameRemote.gd scripts automatically thins down the data generated by avatartoframedata() and interpolates the gaps in the data for framedatatoavatar() respectively. This depends on timestamps and estimates of network latency etc and is where the hard work needs to be done.

Audio

The audio chunks are 20ms long and are compressed to about 30bytes each to give roughly a 1.5kB/second audio data channel. It's either operated by PTT (Push-to-talk) or VoX (Voice operated switch), so it's not intended to be a continuous stream.

The Remote Player needs a node called AudioStreamPlayer that the PlayerFrameRemote object pushes its audio packets to.
This can be type AudioStreamPlayer3D or AudioStreamPlayer2D (even though these don't inheret from the same type).

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