93 lines
3.4 KiB
Markdown
93 lines
3.4 KiB
Markdown
# Smack a Brother
|
|
|
|

|
|
|
|

|
|
|
|

|
|
|
|

|
|
|
|
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 maths functions), so desktop and web play together. `tools/determinism_check.sh` checks this.
|
|
- 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
|