# Smack a Brother ![1](/screenshots/1.png) ![2](/screenshots/2.png) ![3](/screenshots/3.png) ![4](/screenshots/4.png) Online platform fighter. Lobbies of up to 16 players, games of up to 8. Play it in the browser [here](https://shweetz.net/smack-a-brother/). ## Clarification This application was developed with the assistance of a large language model. ## Build After cloning and entering the repository's directory, make sure to initialize the submodules: ```git submodule update --init --recursive``` Everything (SDL, libdatachannel, simdjson) is built statically from the submodules. The game's resources are in `resources/` and get linked next to the executable. ### Linux Needs OpenSSL, plus the X11/Wayland and audio headers SDL builds against. ``` mkdir build cd build cmake .. make ``` ### Web Needs the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html). ``` emcmake cmake -B build-web -DCMAKE_BUILD_TYPE=Release cmake --build build-web ``` This makes `smack-a-brother.html`, `.js`, `.wasm` and `.data`. Rename the `.html` to `index.html` and serve all four. ### Server The server builds on its own, without SDL. It needs OpenSSL (`libssl-dev` on Debian). ``` cmake -S server -B build-server -DCMAKE_BUILD_TYPE=Release cmake --build build-server ``` Run it with: ```smack-a-brother-server [port] [first UDP port] [last UDP port]``` Defaults are `47800`, `47810` and `47899`. It only listens on `127.0.0.1`, so put it behind a reverse proxy that handles TLS. For nginx: ``` location /smack-a-brother/ws { proxy_pass http://127.0.0.1:47800; proxy_http_version 1.1; proxy_set_header Upgrade $http_upgrade; proxy_set_header Connection "upgrade"; proxy_set_header Host $host; proxy_read_timeout 120s; } ``` Open the UDP range in the firewall (e.g. `ufw allow 47810:47899/udp`). ## Netcode - The server runs every lobby: a sandbox everyone in the lobby shares, plus the games queued in it. Each is its own simulation. All of them run on one thread, at 60 ticks a second. - Clients send their inputs ahead of time. Each tick the server takes what has arrived (repeating a player's last inputs if they're late), steps the simulation, and sends everyone the inputs it used. Every 60 ticks it also sends a checksum. - Clients run the same simulation about 3 ticks ahead of the server, guessing other players' inputs. When the server's inputs differ from the guess, the client rolls back and replays. - The simulation is deterministic on every platform (strict floating point, own math functions), so desktop and web play together. - Clients connect over a WebSocket first (lobbies, chat, WebRTC signaling). Then they open a WebRTC connection to the server with two data channels: a reliable one, and an unreliable one for inputs and frames. If WebRTC can't connect, everything stays on the WebSocket. - STUN: `stun.l.google.com:19302`. - The server address is set in Settings. Default: `wss://shweetz.net/smack-a-brother/ws`. ### Joining a lobby directly - Desktop: `smack-a-brother --join CODE` - Web: `https://shweetz.net/smack-a-brother/?lobby=CODE` ### Environment variables - `SAB_SERVER_URL`: use a different server, e.g. `ws://127.0.0.1:47800` - `SAB_NET_LAG`: add this many milliseconds of lag - `SAB_NET_LOSS`: drop this percent of input packets - `SAB_NET_STATS`: log how the client is keeping up with the server ## License The game's code and art are released into the public domain under [CC0 1.0](LICENSE). Not covered by that: the Ithaca font (SIL Open Font License, see `resources/font/LICENSE.txt`), the sound effects cut from the Sound Ideas libraries (see `resources/sfx/SOURCES.md`), and the libraries in `external/`, each under its own license.