Introduction
@p2play-js/p2p-game est une bibliothèque TypeScript modulaire pour créer des jeux multijoueurs P2P (WebRTC) basés sur le navigateur. Elle fournit la synchronisation d'état (complète/delta), des stratégies de cohérence (horodatage), un adaptateur de signalisation WebSocket minimal, des assistants de mouvement, l'élection/migration d'hôte, et un overlay de ping.
Démarrage rapide
npm install @p2play-js/p2p-game
import { P2PGameLibrary, WebSocketSignaling } from "@p2play-js/p2p-game";
const signaling = new WebSocketSignaling("joueurA", "salle-42", "wss://votre-ws.exemple");
const multiP2PGame = new P2PGameLibrary({
signaling,
maxPlayers: 4,
syncStrategy: "delta",
conflictResolution: "timestamp",
});
await multiP2PGame.start();
multiP2PGame.on("playerMove", (id, pos) => {/* rendu */});
Démos
-
Mini-jeu complet : examples/complete
- Testeur de signalisation basique : examples/basic
Architecture
- La bibliothèque utilise un serveur de signalisation WebSocket pour gérer les salles, maintenir une liste des identifiants des joueurs, et router les messages SDP/ICE vers des pairs spécifiques.
- Les pairs forment un maillage complet : pour chaque paire de pairs, celui dont le
playerIdest lexicographiquement le premier crée l'offre WebRTC. Cela évite les collisions d'offres. - Une fois les DataChannels établis, les messages de jeu circulent de pair à pair ; le serveur de signalisation ne relaie plus le trafic applicatif.
- L'élection d'hôte est déterministe : le plus petit
playerIddevient l'hôte. Quand l'hôte part, le suivant plus petit est élu et envoie un instantané complet frais.
Séquence de signalisation
Topologie maillage complet
Synchronisation d'état
- Instantanés complets : jointures/migrations, resynchronisation corrective.
- Mises à jour delta : changements de chemin ciblés (approche hybride en pratique).
Cohérence
- Timestamp (par défaut) : Last-Writer-Wins (LWW) par séquence par émetteur.
seq est inférieur au dernier vu pour cet émetteur est ignoré.Mouvement
Cette bibliothèque vise un mouvement fluide mais prévisible sous la gigue réseau. Elle combine l'interpolation (lisse entre échantillons connus) et l'extrapolation plafonnée (fenêtres de prédiction courtes) pour masquer les mises à jour tardives sans diverger trop de la vérité terrain.
Interpolation
Quand une nouvelle position distante est reçue, nous ne basculons pas instantanément vers elle. Au lieu de cela, chaque frame nous déplaçons une fraction de la distance restante.
Le facteur smoothing contrôle cette fraction (0..1). Des valeurs plus importantes réduisent le retard visuel mais peuvent paraître "flottantes".
// Pseudocode
const clampedVx = clamp(velocity.x, -maxSpeed, maxSpeed);
const clampedVy = clamp(velocity.y, -maxSpeed, maxSpeed);
// allowedDtSec tient compte du plafond d'extrapolation (voir ci-dessous)
position.x += clampedVx * allowedDtSec * smoothing;
position.y += clampedVy * allowedDtSec * smoothing;
// axe Z optionnel si fourni
0.2–0.3. Si le mouvement traîne derrière les entrées, augmentez ; s'il oscille ou dépasse, diminuez.
Extrapolation (avec plafond)
Si aucune mise à jour fraîche n'arrive cette frame, nous utilisons temporairement la dernière vélocité connue pour projeter vers l'avant. Pour éviter la dérive, nous plafonnons la fenêtre de projection avec
extrapolationMs (par exemple, 120–140 ms). Passé ce budget, nous arrêtons de projeter et attendons la prochaine mise à jour réseau.
2D vs 3D
Les positions et vélocités sont 2D par défaut ; ajoutez z pour la 3D simple. Si vous définissez worldBounds.depth, Z sera aussi bridé.
Limites du monde vs monde ouvert
Avec worldBounds nous bridons les positions à [0..width] et [0..height] (et Z à [0..depth] si fourni).
Pour les bacs à sable de monde ouvert, définissez ignoreWorldBounds: true pour désactiver tout bridage (les collisions restent joueur-vs-joueur seulement).
Collisions (cercles/sphères)
Les collisions sont gérées comme des séparations symétriques entre cercles (2D) ou sphères (3D) de rayon égal. Quand deux joueurs se chevauchent, nous calculons le vecteur normalisé entre eux et poussons les deux à l'écart de la moitié de la distance de chevauchement. C'est simple et stable pour les jeux occasionnels.
// Étant donné deux joueurs A,B avec rayon r
const dx = B.x - A.x, dy = B.y - A.y, dz = (B.z||0) - (A.z||0);
const dist = Math.max(1e-6, Math.hypot(dx, dy, dz));
const overlap = Math.max(0, 2*r - dist) / 2;
const nx = dx / dist, ny = dy / dist, nz = dz / dist;
A.x -= nx * overlap; A.y -= ny * overlap; A.z = (A.z||0) - nz * overlap;
B.x += nx * overlap; B.y += ny * overlap; B.z = (B.z||0) + nz * overlap;
O(n²)). C'est correct pour les petites salles. Pour les scènes bondées, le partitionnement spatial (grilles/quadtrees) peut être ajouté au niveau app.
Flux : étape de mouvement
Résolution de collision (cercle/sphère)
extrapolationMs) pour éviter l'erreur visible.
Networking details
- Stratégies de Backpressure : coalescence/abandons pour canaux saturés.
- Capacité : application de
maxPlayers+ événementmaxCapacityReached. - STUN/TURN : fournir TURN pour réseaux stricts ; utiliser WSS pour signalisation.
Backpressure
Le Backpressure protège le DataChannel de la surcharge. Quand le tampon d'envoi interne du canal (exposé comme RTCDataChannel.bufferedAmount) croît au-delà d'un seuil,
vous pouvez soit momentanément arrêter d'envoyer, abandonner les messages de faible valeur, ou effondrer plusieurs mises à jour en la dernière.
send() augmente bufferedAmount jusqu'à ce que le navigateur évacue les données sur le réseau.
Si vous continuez d'envoyer plus vite que le réseau ne peut livrer, la latence explose et l'app bégaie. Les stratégies ci-dessous atténuent cela.
Stratégies
- off : aucune protection. Utilisez seulement pour messages minuscules et peu fréquents.
- drop-moves : quand au-dessus du seuil, ignorer les nouveaux messages de
mouvement(les entrées sont transitoires ; l'abandon est souvent acceptable). - coalesce-moves : garder seulement le dernier
mouvementpar pair dans la queue, remplaçant les anciens.
const multiP2PGame = new P2PGameLibrary({
signaling,
backpressure: { strategy: 'coalesce-moves', thresholdBytes: 256 * 1024 }
});
Events & API (selection)
on('playerMove'),on('inventoryUpdate'),on('objectTransfer')on('stateSync'),on('stateDelta'),on('hostChange'),on('ping')broadcastMove(),updateInventory(),transferItem()broadcastPayload(),sendPayload()setStateAndBroadcast(),announcePresence(),getHostId()
Events overview
| Event | Signature | Description |
|---|---|---|
| playerMove | (playerId, position) | Movement applied |
| inventoryUpdate | (playerId, items) | Inventory updated |
| objectTransfer | (from, to, item) | Object transferred |
| sharedPayload | (from, payload, channel?) | Generic payload received |
| stateSync | (state) | Full snapshot received |
| stateDelta | (delta) | State delta received |
| peerJoin | (playerId) | Peer connected |
| peerLeave | (playerId) | Peer disconnected |
| hostChange | (hostId) | New host |
| ping | (playerId, ms) | RTT to peer |
| maxCapacityReached | (maxPlayers) | Capacity reached; new connections refused |
Lifecycle & presence
- Presence: call
announcePresence(playerId)early to emit an initial move so peers render the player immediately. - peerJoin/peerLeave: the UI can show/hide entities. Host‑side cleanup can be automated by enabling
cleanupOnPeerLeave: trueinP2PGameLibraryoptions: the host removes the leaving player's entries and broadcasts a delta accordingly. - Capacity limit: set
maxPlayersto cap the room size. When capacity is reached, the library will not initiate new connections and will ignore incoming offers; it emitsmaxCapacityReached(maxPlayers)so you can inform the user/UI.
Types Reference
GameLibOptions
type SerializationStrategy = "json" | "binary-min";
type SyncStrategy = "full" | "delta"; // advisory: no 'hybrid' mode switch
type ConflictResolution = "timestamp";
interface BackpressureOptions {
strategy?: "off" | "drop-moves" | "coalesce-moves";
thresholdBytes?: number; // default ~256KB
}
interface DebugOptions {
enabled?: boolean;
onSend?: (info: {
type: "broadcast" | "send";
to: string | "all";
payloadBytes: number;
delivered: number;
queued: number;
channel: "reliable" | "unreliable";
serialization: SerializationStrategy;
timestamp: number;
}) => void;
}
interface MovementOptions {
maxSpeed?: number;
smoothing?: number; // 0..1
extrapolationMs?: number;
worldBounds?: { width: number; height: number; depth?: number };
ignoreWorldBounds?: boolean;
playerRadius?: number;
}
interface GameLibOptions {
maxPlayers?: number;
syncStrategy?: SyncStrategy; // advisory: you decide when to send full vs delta
conflictResolution?: ConflictResolution;
serialization?: SerializationStrategy;
iceServers?: RTCIceServer[];
cleanupOnPeerLeave?: boolean;
debug?: DebugOptions;
backpressure?: BackpressureOptions;
timing?: { pendingOfferTimeoutMs?: number; pingIntervalMs?: number };
pingOverlay?: { enabled?: boolean; position?: "top-left"|"top-right"|"bottom-left"|"bottom-right"; canvas?: HTMLCanvasElement | null };
movement?: MovementOptions;
}
Events
type EventMap = {
playerMove: (playerId: string, position: { x:number; y:number; z?:number }) => void;
inventoryUpdate: (playerId: string, items: Array<{ id:string; type:string; quantity:number }>) => void;
objectTransfer: (fromId: string, toId: string, item: { id:string; type:string; quantity:number }) => void;
stateSync: (state: GlobalGameState) => void;
stateDelta: (delta: StateDelta) => void;
peerJoin: (playerId: string) => void;
peerLeave: (playerId: string) => void;
hostChange: (hostId: string) => void;
ping: (playerId: string, ms: number) => void;
sharedPayload: (from: string, payload: unknown, channel?: string) => void;
maxCapacityReached: (maxPlayers: number) => void;
};
interface GlobalGameState {
players: Record<string, { id:string; position:{x:number;y:number;z?:number}; velocity?:{x:number;y:number;z?:number} }>;
inventories: Record<string, Array<{ id:string; type:string; quantity:number }>>;
objects: Record<string, { id:string; kind:string; data:Record<string,unknown> }>;
tick: number;
}
interface StateDelta { tick:number; changes: Array<{ path:string; value:unknown }> }
Règles des chemins delta
- Les chemins sont des clés d'objet séparées par des points (pas de support d'index de tableau).
- Gardez les structures peu profondes et avec clés pour les mises à jour ciblées (ex.
objects.chest.42), évitez les tableaux profonds.
// Bon : carte d'objets
{ path: 'objects.chest.42', value: { id:'chest.42', kind:'chest', data:{ opened:true } } }
// Non supporté : chemin d'index de tableau comme 'objects[3]' ou 'players.list.0'
P2PGameLibrary
Constructor
new P2PGameLibrary(options: GameLibOptions & { signaling: WebSocketSignaling | SignalingAdapter })
Lifecycle
await start(): Promise<void>
stop(): void
on<N extends keyof EventMap>(name: N, handler: EventMap[N]): () => void
getState(): GlobalGameState
getHostId(): string | undefined
setPingOverlayEnabled(enabled: boolean): void
tick(now?: number): void // apply interpolation/collisions once
State utilities
setStateAndBroadcast(selfId: string, changes: Array<{ path:string; value:unknown }>): string[]
broadcastFullState(selfId: string): void
broadcastDelta(selfId: string, paths: string[]): void
Gameplay APIs
announcePresence(selfId: string, position = { x:0, y:0 }): void
broadcastMove(selfId: string, position: {x:number;y:number;z?:number}, velocity?: {x:number;y:number;z?:number}): void
updateInventory(selfId: string, items: Array<{ id:string; type:string; quantity:number }>): void
transferItem(selfId: string, to: string, item: { id:string; type:string; quantity:number }): void
Payload APIs
broadcastPayload(selfId: string, payload: unknown, channel?: string): void
sendPayload(selfId: string, to: string, payload: unknown, channel?: string): void
Messages (transport)
// NetMessage union (selected)
type NetMessage =
| { t:"move"; from:string; ts:number; seq?:number; position:{x:number;y:number;z?:number}; velocity?:{x:number;y:number;z?:number} }
| { t:"inventory"; from:string; ts:number; seq?:number; items:Array<{id:string;type:string;quantity:number}> }
| { t:"transfer"; from:string; ts:number; seq?:number; to:string; item:{id:string;type:string;quantity:number} }
| { t:"state_full"; from:string; ts:number; seq?:number; state: GlobalGameState }
| { t:"state_delta"; from:string; ts:number; seq?:number; delta: StateDelta }
| { t:"payload"; from:string; ts:number; seq?:number; payload: unknown; channel?: string };
// Serialization
// strategy: "json" (string frames) or "binary-min" (ArrayBuffer UTF-8 JSON)
Signaling Adapter
Abstraction used by the library to exchange SDP/ICE via any backend (WebSocket, REST, etc.).
interface SignalingAdapter {
localId: string;
roomId?: string;
register(): Promise<void>; // join room and receive roster
announce(desc: RTCSessionDescriptionInit, to?: string): Promise<void>;
onRemoteDescription(cb: (desc: RTCSessionDescriptionInit, from: string) => void): void;
onIceCandidate(cb: (candidate: RTCIceCandidateInit, from: string) => void): void;
onRoster(cb: (roster: string[]) => void): void;
sendIceCandidate(candidate: RTCIceCandidateInit, to?: string): Promise<void>;
}
Example: minimal custom adapter (WebSocket)
A tiny implementation of the interface using a plain WebSocket signaling server.
class SimpleWsSignaling implements SignalingAdapter {
constructor(public localId: string, public roomId: string, private url: string) {
this.ws = new WebSocket(this.url);
}
private ws: WebSocket;
private rosterCb?: (list: string[]) => void;
private descCb?: (d: RTCSessionDescriptionInit, from: string) => void;
private iceCb?: (c: RTCIceCandidateInit, from: string) => void;
async register(): Promise<void> {
await new Promise<void>((resolve) => {
this.ws.addEventListener("open", () => {
this.ws.send(JSON.stringify({ kind: "register", roomId: this.roomId, from: this.localId, announce: true }));
resolve();
});
});
this.ws.addEventListener("message", (ev) => {
const msg = JSON.parse(ev.data);
if (msg.sys === "roster" && this.rosterCb) this.rosterCb(msg.roster);
if (msg.kind === "desc" && this.descCb) this.descCb(msg.payload, msg.from);
if (msg.kind === "ice" && this.iceCb) this.iceCb(msg.payload, msg.from);
});
}
onRoster(cb: (roster: string[]) => void){ this.rosterCb = cb; }
onRemoteDescription(cb: (desc: RTCSessionDescriptionInit, from: string) => void){ this.descCb = cb; }
onIceCandidate(cb: (candidate: RTCIceCandidateInit, from: string) => void){ this.iceCb = cb; }
async announce(desc: RTCSessionDescriptionInit, to?: string): Promise<void> {
this.ws.send(JSON.stringify({ kind: "desc", roomId: this.roomId, from: this.localId, to, payload: desc }));
}
async sendIceCandidate(candidate: RTCIceCandidateInit, to?: string): Promise<void> {
this.ws.send(JSON.stringify({ kind: "ice", roomId: this.roomId, from: this.localId, to, payload: candidate }));
}
}
// Usage with the library
const signaling = new SimpleWsSignaling("alice", "room-1", "wss://your-signal.example");
await signaling.register();
const game = new P2PGameLibrary({ signaling });
await game.start();
Example: REST + long‑polling adapter
For environments without WebSockets, use HTTP endpoints and a polling loop to receive messages.
class RestPollingSignaling implements SignalingAdapter {
constructor(public localId: string, public roomId: string, private baseUrl: string) {}
private rosterCb?: (list: string[]) => void;
private descCb?: (d: RTCSessionDescriptionInit, from: string) => void;
private iceCb?: (c: RTCIceCandidateInit, from: string) => void;
private polling = false;
async register(): Promise<void> {
await fetch(`${this.baseUrl}/register`, {
method: "POST",
headers: { "content-type": "application/json" },
body: JSON.stringify({ roomId: this.roomId, from: this.localId, announce: true }),
});
this.polling = true;
void this.poll();
}
private async poll(): Promise<void> {
while (this.polling) {
try {
const res = await fetch(`${this.baseUrl}/poll?roomId=${encodeURIComponent(this.roomId)}&from=${encodeURIComponent(this.localId)}`);
if (!res.ok) { await new Promise((r) => setTimeout(r, 1000)); continue; }
const msgs = await res.json();
for (const msg of msgs) {
if (msg.sys === "roster" && this.rosterCb) this.rosterCb(msg.roster);
if (msg.kind === "desc" && this.descCb) this.descCb(msg.payload, msg.from);
if (msg.kind === "ice" && this.iceCb) this.iceCb(msg.payload, msg.from);
}
} catch {
await new Promise((r) => setTimeout(r, 1000));
}
}
}
onRoster(cb: (roster: string[]) => void){ this.rosterCb = cb; }
onRemoteDescription(cb: (desc: RTCSessionDescriptionInit, from: string) => void){ this.descCb = cb; }
onIceCandidate(cb: (candidate: RTCIceCandidateInit, from: string) => void){ this.iceCb = cb; }
async announce(desc: RTCSessionDescriptionInit, to?: string): Promise<void> {
await fetch(`${this.baseUrl}/send`, {
method: "POST",
headers: { "content-type": "application/json" },
body: JSON.stringify({ kind: "desc", roomId: this.roomId, from: this.localId, to, payload: desc }),
});
}
async sendIceCandidate(candidate: RTCIceCandidateInit, to?: string): Promise<void> {
await fetch(`${this.baseUrl}/send`, {
method: "POST",
headers: { "content-type": "application/json" },
body: JSON.stringify({ kind: "ice", roomId: this.roomId, from: this.localId, to, payload: candidate }),
});
}
}
// Usage
const restSignaling = new RestPollingSignaling("alice", "room-1", "https://your-signal.example");
await restSignaling.register();
const game2 = new P2PGameLibrary({ signaling: restSignaling });
await game2.start();
WebSocketSignaling
Reference implementation used in examples; protocol:
{ sys:'roster', roster:string[] } broadcasts; targeted messages via to.
new WebSocketSignaling(localId: string, roomId: string, serverUrl: string)
await signaling.register();
signaling.onRoster((list) => {/* update UI */});
signaling.onRemoteDescription((desc, from) => {/* pass to PeerManager */});
signaling.onIceCandidate((cand, from) => {/* pass to PeerManager */});
Message shapes
// Client → server (register)
{ roomId: string, from: string, announce: true, kind: 'register' }
// Server → clients (roster broadcast)
{ sys: 'roster', roomId: string, roster: string[] }
// Client → server (SDP/ICE, targeted or broadcast in-room)
{ kind: 'desc'|'ice', roomId: string, from: string, to?: string, payload: any, announce?: true }
PeerManager (internal)
- It maintains one RTCPeerConnection and one RTCDataChannel per peer, wiring the necessary callbacks.
- For each pair of peers, the peer with the lexicographically smaller
playerIdinitiates the connection by creating the offer; the other answers. This avoids simultaneous offers. - It emits
peerJoin,peerLeave,hostChange, andpingevents, and it forwards decoded network messages asnetMessage. - Backpressure:
off: always send if channel is open.drop-moves: ifbufferedAmountexceeds threshold, drop newmovemessages.coalesce-moves: replace the older queuedmovewith the most recent one.
- Capacity: enforces
maxPlayers(no new inits; ignore extra offers) and emitsmaxCapacityReached(maxPlayers).
EventBus (internal)
class EventBus {
on<N extends keyof EventMap>(name: N, fn: EventMap[N]): () => void
off<N extends keyof EventMap>(name: N, fn: EventMap[N]): void
emit<N extends keyof EventMap>(name: N, ...args: Parameters<EventMap[N]>): void
}
You usually subscribe through P2PGameLibrary.on(), which delegates to the internal bus.
PingOverlay
The overlay renders a tiny dashboard on top of your page that tracks round‑trip times (RTT) to each connected peer. It listens to ping events emitted by the network layer
and keeps a short rolling history (up to ~60 samples). Use it in development to spot spikes, verify TURN usage, and compare peers.
Options
{
enabled?: boolean; // default false
position?: 'top-left'|'top-right'|'bottom-left'|'bottom-right'; // default 'top-right'
canvas?: HTMLCanvasElement | null; // provide your own canvas, or let the overlay create one
}
Usage
const multiP2PGame = new P2PGameLibrary({ signaling, pingOverlay: { enabled: true, position: 'top-right' } });
// Toggle on/off at runtime
multiP2PGame.setPingOverlayEnabled(false);
Serialization
- Strategies:
json(string frames) orbinary-min(ArrayBuffer UTF‑8 JSON). - Unknown strategies throw an error.
interface Serializer {
encode(msg: NetMessage): string | ArrayBuffer;
decode(data: string | ArrayBuffer): NetMessage;
}
function createSerializer(strategy: 'json'|'binary-min' = 'json'): Serializer
Examples
Host-validated intents (application pattern)
const isHost = () => multiP2PGame.getHostId() === localId;
multiP2PGame.on("sharedPayload", (from, payload, channel) => {
if (!isHost()) return;
if (channel === "move-intent" && typeof payload === "object") {
const p = payload as { pos:{x:number;y:number}; vel?:{x:number;y:number} };
multiP2PGame.broadcastMove(multiP2PGame.getHostId()!, p.pos, p.vel);
}
});
Persisting ephemeral payloads into shared state
multiP2PGame.on("sharedPayload", (from, payload, channel) => {
if (channel !== "status") return;
if (payload && typeof payload === "object" && "hp" in (payload as any)) {
multiP2PGame.setStateAndBroadcast(multiP2PGame.getHostId()!, [
{ path: `objects.playerStatus.${from}`, value: { id:`playerStatus.${from}`, kind:"playerStatus", data:{ hp:(payload as any).hp } } }
]);
}
});
Selective delta updates
const paths = multiP2PGame.setStateAndBroadcast(localId, [
{ path:"objects.chest.42", value:{ id:"chest.42", kind:"chest", data:{ opened:true } } }
]);
// paths == ["objects.chest.42"]
Event reference
playerMove
game.on('playerMove', (playerId, position) => {
drawAvatar(playerId, position);
});
inventoryUpdate
game.on('inventoryUpdate', (playerId, items) => {
ui.updateInventory(playerId, items);
});
objectTransfer
game.on('objectTransfer', (from, to, item) => {
ui.toast(`${from} gave ${item.id} to ${to}`);
});
sharedPayload
game.on('sharedPayload', (from, payload, channel) => {
if (channel === 'chat') chat.add(from, (payload as any).text);
});
stateSync
game.on('stateSync', (state) => {
world.hydrate(state);
});
stateDelta
game.on('stateDelta', (delta) => {
world.applyDelta(delta);
});
peerJoin / peerLeave
game.on('peerJoin', (id) => ui.addPeer(id));
game.on('peerLeave', (id) => ui.removePeer(id));
hostChange
game.on('hostChange', (hostId) => ui.setHost(hostId));
ping
game.on('ping', (id, ms) => ui.setPing(id, ms));
maxCapacityReached
game.on('maxCapacityReached', (max) => ui.alert(`Room is full (${max})`));
Production notes
- Provision ICE (TURN) and secure signaling (WSS).
- Monitor
RTCDataChannel.bufferedAmountand tune backpressure.
Reconnect & UX checklist
- Show reconnecting UI when peers drop; rely on roster to detect returns.
- Host sends a fresh
state_fullafter migration to realign clients. - Optionally enable
cleanupOnPeerLeaveto prune state upon leave (host only).
Debugging
const game = new P2PGameLibrary({
signaling,
debug: {
enabled: true,
onSend(info){
console.log('[send]', info.type, 'to', info.to, 'bytes=', info.payloadBytes, 'queued=', info.queued);
}
}
});
Browser compatibility
- Recent Chrome/Firefox/Edge/Safari support DataChannels; Safari requires HTTPS/WSS in production.
- Deploy TURN for enterprise/hotel networks; expect higher latency when relayed.
Troubleshooting
WebRTC connection fails to establish
- Mixed content: ensure your page and signaling use HTTPS/WSS (browsers block WS from HTTPS pages).
- TURN missing: on enterprise/hotel networks, direct P2P is blocked. Provide TURN credentials (username/credential) in
iceServers. - CORS/firewall: your signaling endpoint must accept the origin; verify reverse proxy rules and open ports (TLS 443).
DataChannel stalls (high latency, inputs delayed)
- Backpressure: enable
coalesce-movesordrop-movesand tunethresholdBytes(start at 256–512 KB). - Reduce message size: prefer deltas; compress payloads (binary‑min); quantize vectors (e.g., mm → cm).
- Lower send rate: throttle movement broadcasts (e.g., 30–60 Hz) and rely on interpolation to fill frames.
Peers out of sync after host change
- Ensure the new host broadcasts a
state_full(the library triggers this automatically on host change). - Clients should apply the full snapshot and clear local caches (let interpolation settle for a few frames).
Safari specific issues
- Requires HTTPS/WSS for WebRTC outside localhost.
- Check that STUN/TURN URLs include transport parameters (e.g.,
?transport=udp) if needed by your relay.
Game workflows
End‑to‑end patterns to wire networking, consistency and state for different game genres.
1) Real‑time arena (action/shooter)
- Sync: deltas for steady‑state; occasional full snapshot on host migration.
- Backpressure:
coalesce-movesto keep only the latest movement.
// Setup
const multiP2PGame = new P2PGameLibrary({ signaling, conflictResolution: 'timestamp', backpressure: { strategy: 'coalesce-moves' }, movement: { smoothing: 0.2, extrapolationMs: 120 } });
await multiP2PGame.start();
// Local input → broadcast movement (client prediction handled by your renderer)
function onInput(vec){
const pos = getPredictedPosition(vec);
multiP2PGame.broadcastMove(localId, pos, vec);
}
multiP2PGame.on('playerMove', (id, pos) => renderPlayer(id, pos));
2) Co‑op RPG (inventory, host applies intents)
- Protocol: clients send intents (payloads); host mutates shared state and broadcasts deltas.
// Client sends intents to host only
function usePotion(){
multiP2PGame.sendPayload(localId, multiP2PGame.getHostId()!, { action: 'use-item', itemId: 'potion' }, 'intent');
}
// Host handles intents and mutates state
const isHost = () => multiP2PGame.getHostId() === localId;
multiP2PGame.on('sharedPayload', (from, payload, channel) => {
if (!isHost() || channel !== 'intent') return;
if ((payload as any).action === 'use-item') {
const inv = getInventoryAfterUse(from, (payload as any).itemId);
multiP2PGame.setStateAndBroadcast(localId, [ { path: `inventories.${from}`, value: inv } ]);
}
});
3) Turn‑based tactics (deterministic, full snapshots)
- Sync: broadcast a small delta per move; send a full snapshot every N turns for safety.
interface TurnMove { unitId:string; to:{x:number;y:number} }
multiP2PGame.on('sharedPayload', (from, payload, channel) => {
if (channel !== 'turn-move' || multiP2PGame.getHostId() !== localId) return;
const mv = payload as TurnMove;
const ok = validateMove(currentState, from, mv);
if (!ok) return; // reject illegal move
applyMove(currentState, mv);
multiP2PGame.setStateAndBroadcast(localId, [ { path: `players.${from}.lastMove`, value: mv } ]);
});
// Every 10 turns, send a full snapshot
if (currentState.tick % 10 === 0) multiP2PGame.broadcastFullState(localId);
4) Party game with lobby (capacity & migration)
- Set
maxPlayersto protect UX; handlemaxCapacityReachedto inform the user. - Use roster to present the lobby; auto‑migrate host on leave.
const multiP2PGame = new P2PGameLibrary({ signaling, maxPlayers: 8 });
multiP2PGame.on('maxCapacityReached', (max) => showToast(`Room is full (${max})`));
multiP2PGame.on('hostChange', (host) => updateLobbyHost(host));
5) Open‑world sandbox (no bounds, Z axis)
- Disable world bounds; rely on player‑vs‑player collisions only.
- Use
binary-minfor payload size wins if you ship frequent updates.
const multiP2PGame = new P2PGameLibrary({
signaling,
serialization: 'binary-min',
movement: { ignoreWorldBounds: true, playerRadius: 20, smoothing: 0.25, extrapolationMs: 140 }
});
Glossaire
- SDP : Session Description Protocol ; décrit les paramètres de session média/données utilisés par WebRTC.
- ICE : Interactive Connectivity Establishment ; découvre les routes réseau entre pairs (via STUN/TURN).
- STUN : Serveur qui aide un client à apprendre son adresse publique ; utilisé pour traversée NAT.
- TURN : Serveur relais qui transfère le trafic quand le P2P direct n'est pas possible.
- DataChannel : Transport de données bi-directionnel WebRTC utilisé pour messages de gameplay.
- LWW : Last‑Writer‑Wins ; résolution de conflit où la dernière mise à jour gagne basée sur une séquence par expéditeur.
Links
- p2play-js : a p2p gaming lib - Peer-to-peer multiplayer js for games
- GitHub: aguiran/p2play-js
- npm: @p2play-js/p2p-game