Введение
@p2play-js/p2p-game - это модульная библиотека TypeScript для создания многопользовательских P2P (WebRTC) игр на основе браузера. Она предоставляет синхронизацию состояния (полная/дельта), стратегии согласованности (временная метка), минимальный адаптер сигнализации WebSocket, помощники движения, выбор/миграцию хоста и наложение ping.
Быстрый старт
npm install @p2play-js/p2p-game
import { P2PGameLibrary, WebSocketSignaling } from "@p2play-js/p2p-game";
const signaling = new WebSocketSignaling("игрокА", "комната-42", "wss://ваш-ws.пример");
const multiP2PGame = new P2PGameLibrary({
signaling,
maxPlayers: 4,
syncStrategy: "delta",
conflictResolution: "timestamp",
});
await multiP2PGame.start();
multiP2PGame.on("playerMove", (id, pos) => {/* рендер */});
Демо
-
Полноценная мини‑игра: examples/complete
- Базовый тестер сигнализации: examples/basic
Архитектура
- Библиотека использует сервер сигнализации WebSocket для управления комнатами, поддержания списка идентификаторов игроков и маршрутизации сообщений SDP/ICE конкретным пирам.
- Пиры образуют полносвязную сеть: для каждой пары пиров тот, чей
playerIdменьше в лексикографическом порядке, создаёт предложение WebRTC. Это предотвращает коллизии предложений. - После установления DataChannel игровые сообщения передаются «пир‑к‑пиру»; сервер сигнализации больше не ретранслирует прикладной трафик.
- Выбор хоста детерминирован: наименьший
playerIdстановится хостом. Когда хост покидает комнату, выбирается следующий и отправляет свежий полный снимок состояния.
Последовательность сигнализации
Топология полносвязной сети
Синхронизация состояния
- Полные снимки: присоединения/миграции, корректирующая пересинхронизация.
- Дельта‑обновления: точечные изменения по путям (на практике гибридный подход).
Согласованность
- Timestamp (по умолчанию): Last-Writer-Wins (LWW) по последовательности каждого отправителя.
seq меньше последнего значения для этого отправителя, игнорируется.Движение
Цель — плавное, но предсказуемое движение при сетевом джиттере. Мы совмещаем интерполяцию (плавное движение между известными сэмплами) и ограниченную экстраполяцию (короткие окна прогноза), чтобы скрывать запоздалые апдейты, не уходя далеко от истины.
Интерполяция
При получении новой удалённой позиции мы не «перескакиваем» к ней мгновенно. Вместо этого каждый кадр двигаемся на долю оставшегося расстояния.
Параметр smoothing управляет долей (0..1). Большие значения уменьшают визуальную задержку, но могут выглядеть «плавающе».
// Псевдокод
const clampedVx = clamp(velocity.x, -maxSpeed, maxSpeed);
const clampedVy = clamp(velocity.y, -maxSpeed, maxSpeed);
// allowedDtSec учитывает лимит экстраполяции (см. ниже)
position.x += clampedVx * allowedDtSec * smoothing;
position.y += clampedVy * allowedDtSec * smoothing;
// опционально ось Z при необходимости
0.2–0.3. Если движение запаздывает за вводом — увеличьте; если наблюдается «качание»/перелёты — уменьшите.
Экстраполяция (с ограничением)
Если в текущем кадре свежего апдейта нет, мы временно используем последнюю известную скорость для проекции вперёд. Чтобы не накапливать дрейф,
ограничиваем окно прогноза параметром extrapolationMs (например, 120–140 мс). По исчерпании бюджета останавливаем прогноз и ждём авторитетный апдейт.
2D vs 3D
Позиции и скорости по умолчанию 2D; добавьте z для простого 3D. Если задан worldBounds.depth, ось Z тоже будет ограничена.
Границы мира vs открытый мир
С worldBounds мы ограничиваем позиции в [0..width] и [0..height] (и Z в [0..depth], если задана).
Для «песочницы» снимите ограничения флагом ignoreWorldBounds: true (столкновения остаются только «игрок‑против‑игрока»).
Столкновения (окружности/сферы)
Столкновения обрабатываются симметричным разведением окружностей (2D) или сфер (3D) одного радиуса. При наложении считаем нормализованный вектор между центрами и раздвигаем обе сущности на половину величины перекрытия. Просто и устойчиво для казуальных игр.
// Даны два игрока A,B с радиусом 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)). Для малых комнат это норм. Для плотных сцен можно добавить пространственные структуры (сетки/квадродеревья) на уровне приложения.
Поток: шаг движения
Разрешение столкновений (окружность/сфера)
extrapolationMs), чтобы избежать заметных ошибок.
Сеть: детали
- Стратегии обратного давления: коалесценция/сбросы для насыщенных каналов.
- Ёмкость: ограничение
maxPlayers+ событиеmaxCapacityReached. - STUN/TURN: предоставьте TURN для строгих сетей; используйте WSS для сигнализации.
Обратное давление
Обратное давление защищает DataChannel от перегрузки. Когда внутренний буфер отправки канала (см. RTCDataChannel.bufferedAmount)
растёт выше порога, можно временно остановить отправку, отбрасывать низкоприоритетные сообщения или схлопывать несколько апдейтов в последний.
send() увеличивает bufferedAmount, пока браузер не выведет данные в сеть.
Если отправлять быстрее, чем сеть доставляет, задержки растут и интерфейс «задыхается». Стратегии ниже смягчают эффект.
Стратегии
- off: защиты нет. Используйте только для мелких и редких сообщений.
- drop-moves: выше порога игнорировать новые
move(ввод скоротечен; потеря допустима). - coalesce-moves: хранить только последний
moveна пир, заменяя старые.
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 }> }
Правила дельта‑путей
- Пути — это ключи объектов, разделённые точками (индексы массивов не поддерживаются).
- Держите структуры неглубокими и ключевыми для точечных апдейтов (например,
objects.chest.42), избегайте глубоких массивов.
// Хорошо: отображение объектов
{ path: 'objects.chest.42', value: { id:'chest.42', kind:'chest', data:{ opened:true } } }
// Не поддерживается: индекс массива вроде 'objects[3]' или '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 }
});
Глоссарий
- SDP: Session Description Protocol; описывает параметры медиа/данных, используемые WebRTC.
- ICE: Interactive Connectivity Establishment; обнаруживает сетевые маршруты между пирами (через STUN/TURN).
- STUN: сервер, помогающий клиенту узнать свой публичный адрес; используется для обхода NAT.
- TURN: ретранслятор, пересылающий трафик, когда прямой P2P невозможен.
- DataChannel: двунаправленный транспорт WebRTC для игровых сообщений.
- LWW: Last‑Writer‑Wins; разрешение конфликтов, где побеждает последнее обновление по последовательности отправителя.
Links
- p2play-js : a p2p gaming lib - Peer-to-peer multiplayer js for games
- GitHub: aguiran/p2play-js
- npm: @p2play-js/p2p-game