परिचय
@p2play-js/p2p-game ब्राउज़र-आधारित P2P (WebRTC) मल्टीप्लेयर गेम बनाने के लिए एक मॉड्यूलर TypeScript लाइब्रेरी है। यह प्रदान करती है राज्य सिंक्रोनाइज़ेशन (पूर्ण/डेल्टा), संगति रणनीतियां (टाइमस्टैम्प/प्राधिकरण), एक न्यूनतम WebSocket सिग्नलिंग एडाप्टर, मूवमेंट हेल्पर्स, होस्ट चुनाव/माइग्रेशन, और एक पिंग ओवरले।
डेमो
-
पूर्ण मिनी‑गेम: examples/complete
- बेसिक सिग्नलिंग टेस्टर: examples/basic
आर्किटेक्चर
- लाइब्रेरी WebSocket सिग्नलिंग सर्वर का उपयोग कमरे प्रबंधन, प्लेयर आईडी सूची और SDP/ICE संदेशों को लक्षित साथियों तक रूट करने के लिए करती है।
- पीयर पूर्ण‑जाल (full‑mesh) बनाते हैं: हर जोड़ी में, जिसका
playerIdशब्दकोश क्रम में छोटा है, वही WebRTC offer बनाता है — डबल ऑफर टकराव से बचाव। - DataChannel बनने के बाद गेम संदेश सीधे पीयर‑टू‑पीयर बहते हैं; सिग्नलिंग सर्वर अब एप्लीकेशन ट्रैफिक रिले नहीं करता।
- होस्ट चुनाव नियतात्मक है: सबसे छोटा
playerIdहोस्ट बनता है। होस्ट के निकलने पर अगला छोटा चुना जाता है और वह नया पूर्ण स्नैपशॉट भेजता है।
सिग्नलिंग सीक्वेंस
फुल‑मेश टोपोलॉजी
राज्य सिंक्रोनाइज़ेशन
- पूर्ण स्नैपशॉट: जुड़ने/माइग्रेशन पर, सुधारात्मक री‑सिंक।
- डेल्टा अपडेट: मार्ग‑विशिष्ट लक्षित परिवर्तन (व्यवहार में अक्सर मिश्रित दृष्टिकोण)।
संगति
- Timestamp (डिफ़ॉल्ट): प्रति-प्रेषक अनुक्रम के आधार पर Last-Writer-Wins (LWW)।
seq उस प्रेषक के लिए देखे गए अंतिम मान से कम हो, उसे अनदेखा किया जाता है।मूवमेंट
लक्ष्य है नेटवर्क जिटर में भी स्मूद पर पूर्वानुमेय गति। इसके लिए इंटरपोलेशन और सीमित एक्सट्रापोलेशन (छोटी भविष्यवाणी खिड़कियां) का संयोजन किया जाता है ताकि देर से आए अपडेट छिपें और सच्चाई से दूर न जाए।
इंटरपोलेशन
नया रिमोट पोजीशन आते ही स्नैप नहीं करते; हर फ्रेम शेष दूरी का एक अंश चलते हैं। smoothing उस अंश (0..1) को नियंत्रित करता है — बड़ा मान लैग घटाता, पर "फ्लोटी" लग सकता है।
// Pseudocode
const clampedVx = clamp(velocity.x, -maxSpeed, maxSpeed);
const clampedVy = clamp(velocity.y, -maxSpeed, maxSpeed);
// allowedDtSec एक्सट्रापोलेशन कैप को ध्यान में रखता है
position.x += clampedVx * allowedDtSec * smoothing;
position.y += clampedVy * allowedDtSec * smoothing;
// वैकल्पिक Z अक्ष
0.2–0.3 से शुरू करें। यदि गति इनपुट से पीछे है तो बढ़ाएँ; यदि दोलन/ओवरशूट दिखे तो घटाएँ।
एक्सट्रापोलेशन (सीमा सहित)
जब फ्रेम में नया अपडेट न हो, तो अस्थायी रूप से अंतिम ज्ञात वेग से आगे प्रोजेक्ट करें; extrapolationMs (जैसे 120–140ms) से विंडो सीमित रखें — बजट पार होते ही रुकें और अगले होस्ट-validated अपडेट की प्रतीक्षा करें।
2D बनाम 3D
डिफ़ॉल्ट 2D; सरल 3D हेतु z जोड़ें। यदि worldBounds.depth दिया है तो Z पर भी कैम्पिंग लागू होती है।
विश्व सीमाएं बनाम ओपन‑वर्ल्ड
worldBounds के साथ, पोजीशन [0..width] और [0..height] (और Z के लिए [0..depth]) तक सीमित। ओपन‑वर्ल्ड के लिए ignoreWorldBounds: true करें (केवल खिलाड़ी‑बनाम‑खिलाड़ी टक्करें रहती हैं)।
टक्कर (वृत्त/गोला)
समान त्रिज्या के वृत्त/गोलों को सममित रूप से अलग करके टकराव हल होते हैं। केंद्रों के बीच नार्मलाइज़्ड वेक्टर निकालें और दोनों को ओवरलैप/2 से धकेलें — सरल और स्थिर।
// दो खिलाड़ी A,B, त्रिज्या 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)) — छोटे कमरों में ठीक, भीड़ में ग्रिड/क्वाडट्री जैसे विभाजन जोड़ें।
फ़्लो: मूवमेंट स्टेप
टक्कर समाधान (वृत्त/गोला)
नेटवर्किंग विवरण
- बैकप्रेशर रणनीतियाँ: संतृप्त चैनलों पर मर्ज/ड्रॉप।
- क्षमता:
maxPlayersलागू करना +maxCapacityReachedइवेंट। - STUN/TURN: कड़े नेटवर्क के लिए TURN; सिग्नलिंग के लिए WSS।
बैकप्रेशर
बैकप्रेशर DataChannel को ओवरलोड से बचाता है। जब RTCDataChannel.bufferedAmount थ्रेसहोल्ड से ऊपर बढ़े,
तो अस्थायी रूप से भेजना रोकें, कम‑मूल्य संदेश छोड़ें, या कई अपडेट को नवीनतम में संक्षेपित करें।
send() bufferedAmount बढ़ाता है जब तक ब्राउज़र नेटवर्क पर फ़्लश न करे। यदि भेजना डिलीवरी से तेज़ रहा तो विलंब बढ़ेगा और ऐप अटकने लगेगा।
रणनीतियाँ
- off: कोई सुरक्षा नहीं — बहुत छोटे/अनियमित संदेशों हेतु।
- drop-moves: थ्रेसहोल्ड से ऊपर नए
moveछोड़ें। - coalesce-moves: प्रत्येक पीयर का केवल नवीनतम
moveरखें।
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 }> }
डेल्टा पथ नियम
- पथ dot‑separated ऑब्जेक्ट कीज़ हैं (array index समर्थित नहीं)।
- लक्षित अपडेट हेतु संरचना सपाट/कीड रखें (जैसे
objects.chest.42) — गहरे arrays से बचें।
// अच्छा: ऑब्जेक्ट मैप
{ path: 'objects.chest.42', value: { id:'chest.42', kind:'chest', data:{ opened:true } } }
// समर्थित नहीं: 'objects[3]' या 'players.list.0' जैसे इंडेक्स पथ
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 }
});
शब्दकोश
- SDP: Session Description Protocol; WebRTC के मीडिया/डेटा सत्र पैरामीटर का वर्णन।
- ICE: Interactive Connectivity Establishment; साथियों के बीच नेटवर्क मार्ग (STUN/TURN से) ढूँढता है।
- STUN: सर्वर जो क्लाइंट को उसका सार्वजनिक पता सीखने में मदद करता है; NAT ट्रैवर्सल के लिए।
- TURN: रिले सर्वर जो सीधे P2P संभव न होने पर ट्रैफ़िक अग्रसारित करता है।
- DataChannel: WebRTC द्वि‑दिशात्मक डेटा ट्रांसपोर्ट, गेम संदेशों के लिए।
- LWW: Last‑Writer‑Wins; प्रति‑प्रेषक अनुक्रम पर नवीनतम अपडेट विजेता।
त्वरित शुरुआत
npm install @p2play-js/p2p-game
import { P2PGameLibrary, WebSocketSignaling } from "@p2play-js/p2p-game";
const signaling = new WebSocketSignaling("खिलाड़ीA", "कमरा-42", "wss://आपका-ws.उदाहरण");
const multiP2PGame = new P2PGameLibrary({
signaling,
maxPlayers: 4,
syncStrategy: "delta",
conflictResolution: "timestamp",
});
await multiP2PGame.start();
multiP2PGame.on("playerMove", (id, pos) => {/* रेंडर */});
Links
- p2play-js : a p2p gaming lib - Peer-to-peer multiplayer js for games
- GitHub: aguiran/p2play-js
- npm: @p2play-js/p2p-game