Introduction
@p2play-js/p2p-game is a modular TypeScript library to build browser‑based P2P (WebRTC) multiplayer games. It provides state synchronization (full/delta), consistency strategies (timestamp/authoritative), a minimal WebSocket signaling adapter, movement helpers, host election/migration, and a ping overlay.
Quick start
npm install @p2play-js/p2p-game
import { P2PGameLibrary, WebSocketSignaling } from "@p2play-js/p2p-game";
const signaling = new WebSocketSignaling("playerA", "room-42", "wss://your-ws.example");
const multiP2PGame = new P2PGameLibrary({
signaling,
maxPlayers: 4,
syncStrategy: "delta",
conflictResolution: "timestamp",
});
await multiP2PGame.start();
multiP2PGame.on("playerMove", (id, pos) => {/* render */});
Demos
-
Complete mini‑game: examples/complete
- Basic signaling tester: examples/basic
Architecture
- The library uses a WebSocket signaling server to manage rooms, maintain a roster of player identifiers, and route SDP/ICE messages to specific peers.
- Peers form a full‑mesh: for each pair of peers, the one whose
playerId
sorts first lexicographically creates the WebRTC offer. This prevents offer collisions. - Once DataChannels are established, gameplay messages flow peer‑to‑peer; the signaling server no longer relays application traffic.
- Host election is deterministic: the smallest
playerId
becomes the host. When the host leaves, the next smallest is elected and sends a fresh full snapshot.
Signaling sequence
Full‑mesh topology
State synchronization
- Full snapshots: joins/migrations, corrective resync.
- Delta updates: targeted path changes (hybrid approach in practice).
Consistency
- Timestamp (default): Last‑Writer‑Wins (LWW) by per‑sender sequence.
- Authoritative: accept actions only from the authority (host or fixed id).
seq
is lower than the last seen for that sender is ignored. In authoritative mode, one peer (often a trusted host) applies all actions to prevent conflicts and cheating; other peers send intents and accept corrections.
Movement
This library aims for smooth but predictable motion under network jitter. It combines interpolation (smooth between known samples) and capped extrapolation (short prediction windows) to hide late updates without diverging too far from ground truth.
Interpolation
When a new remote position is received, we don’t instantly snap to it. Instead, each frame we move a fraction of the remaining distance.
The smoothing
factor controls that fraction (0..1). Larger values reduce visual lag but can look “floaty”.
// Pseudocode
const clampedVx = clamp(velocity.x, -maxSpeed, maxSpeed);
const clampedVy = clamp(velocity.y, -maxSpeed, maxSpeed);
// allowedDtSec accounts for the extrapolation cap (see below)
position.x += clampedVx * allowedDtSec * smoothing;
position.y += clampedVy * allowedDtSec * smoothing;
// optional Z axis if provided
0.2–0.3
. If motion lags behind inputs, increase; if it oscillates or overshoots, decrease.
Extrapolation (with a cap)
If no fresh update arrived this frame, we temporarily use the last known velocity to project forward. To prevent drift, we cap the projection window with
extrapolationMs
(for example, 120–140 ms). Past this budget, we stop projecting and wait for the next authoritative update.
2D vs 3D
Positions and velocities are 2D by default; add z
for simple 3D. If you define worldBounds.depth
, Z will also be clamped.
World bounds vs open world
With worldBounds
we clamp positions to [0..width]
and [0..height]
(and Z to [0..depth]
if provided).
For open‑world sandboxes, set ignoreWorldBounds: true
to disable all clamping (collisions remain player‑vs‑player only).
Collisions (circles/spheres)
Collisions are handled as symmetric separations between equal‑radius circles (2D) or spheres (3D). When two players overlap, we compute the normalized vector between them and nudge both apart by half the overlap distance. This is simple and stable for casual games.
// Given two players A,B with radius 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)
). This is fine for small rooms. For crowded scenes, spatial partitioning (grids/quadtrees) can be added at app level.
Flow: movement step
Collision resolution (circle/sphere)
extrapolationMs
) to avoid visible error.
Networking details
- Backpressure strategies: coalesce/drops for saturated channels.
- Capacity:
maxPlayers
enforcement +maxCapacityReached
event. - STUN/TURN: provide TURN for strict networks; use WSS for signaling.
Backpressure
Backpressure protects the DataChannel from overload. When the channel’s internal send buffer (exposed as RTCDataChannel.bufferedAmount
) grows beyond a threshold,
you can either momentarily stop sending, drop low‑value messages, or collapse multiple updates into the latest one.
send()
increases bufferedAmount
until the browser flushes data over the network.
If you keep sending faster than the network can deliver, latency explodes and the app stutters. Strategies below mitigate this.
Strategies
- off: no protection. Use only for tiny, infrequent messages.
- drop-moves: when above threshold, ignore new
move
messages (inputs are transient; dropping is often acceptable). - coalesce-moves: keep only the latest
move
per peer in the queue, replacing older ones.
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: true
inP2PGameLibrary
options: the host removes the leaving player's entries and broadcasts a delta accordingly. - Capacity limit: set
maxPlayers
to 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" | "authoritative";
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;
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;
authoritativeClientId?: string;
serialization?: SerializationStrategy;
iceServers?: RTCIceServer[];
cleanupOnPeerLeave?: boolean;
debug?: DebugOptions;
backpressure?: BackpressureOptions;
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 }> }
Delta paths rules
- Paths are dot‑separated object keys (no array index support).
- Keep structures shallow and keyed for targeted updates (e.g.,
objects.chest.42
), avoid deep arrays.
// Good: object map
{ path: 'objects.chest.42', value: { id:'chest.42', kind:'chest', data:{ opened:true } } }
// Not supported: array index path like 'objects[3]' or 'players.list.0'
P2PGameLibrary
Constructor
new P2PGameLibrary(options: GameLibOptions & { signaling: WebSocketSignaling | SignalingAdapter })
Lifecycle
await start(): Promise<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 & lt;
void & gt; {
await new Promise & lt;
void & gt; ((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 & lt;
void & gt; {
this.ws.send(JSON.stringify({
kind: 'desc',
roomId: this.roomId,
from: this.localId,
to,
payload: desc
}));
}
async sendIceCandidate(candidate: RTCIceCandidateInit, to ? :string) : Promise & lt;
void & gt; {
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 multiP2PGame = new P2PGameLibrary({
signaling
});
await multiP2PGame.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 & lt;
void & gt; {
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 multiP2PGame = new P2PGameLibrary({
signaling: restSignaling
});
await multiP2PGame.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
playerId
initiates the connection by creating the offer; the other answers. This avoids simultaneous offers. - It emits
peerJoin
,peerLeave
,hostChange
, andping
events, and it forwards decoded network messages asnetMessage
. - Backpressure:
off
: always send if channel is open.drop-moves
: ifbufferedAmount
exceeds threshold, drop newmove
messages.coalesce-moves
: replace the older queuedmove
with 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
Authoritative host applying intents
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).
- Consider authoritative mode with a trusted/headless host for fairness.
- Monitor
RTCDataChannel.bufferedAmount
and tune backpressure.
Reconnect & UX checklist
- Show reconnecting UI when peers drop; rely on roster to detect returns.
- Host sends a fresh
state_full
after migration to realign clients. - Optionally enable
cleanupOnPeerLeave
to 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-moves
ordrop-moves
and 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)
- Consistency: start with
timestamp
; optionally switch toauthoritative
if you run a trusted host. - Sync: deltas for steady‑state; occasional full snapshot on host migration.
- Backpressure:
coalesce-moves
to 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)
- Consistency:
authoritative
(host validates item use, doors, chests). - 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.${from}`, value: inv } ]);
}
});
3) Turn‑based tactics (deterministic, full snapshots)
- Consistency:
authoritative
host enforces rules and turn order. - Sync: broadcast a small delta per move; send a full snapshot every N turns for safety.
interface TurnMove { unitId:string; to:{x:number;y:number} }
multiP2PGame.on('sharedPayload', (from, payload, channel) => {
if (channel !== 'turn-move' || multiP2PGame.getHostId() !== localId) return;
const mv = payload as TurnMove;
const ok = validateMove(currentState, from, mv);
if (!ok) return; // reject illegal move
applyMove(currentState, mv);
multiP2PGame.setStateAndBroadcast(localId, [ { path: `players.${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
maxPlayers
to protect UX; handlemaxCapacityReached
to 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-min
for 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 }
});
Glossary
- SDP: Session Description Protocol; describes media/data session parameters used by WebRTC.
- ICE: Interactive Connectivity Establishment; discovers network routes between peers (via STUN/TURN).
- STUN: Server that helps a client learn its public address; used for NAT traversal.
- TURN: Relay server that forwards traffic when direct P2P is not possible.
- DataChannel: WebRTC bi‑directional data transport used for gameplay messages.
- LWW: Last‑Writer‑Wins; conflict resolution where the latest update wins based on a per‑sender sequence.
- P2P: Peer-to-peer is a network where gaming devices connect directly to each other without a central server. Each player's device communicates with others in the game session, sharing game data and updates directly between players. Common in multiplayer games for reduced latency and server costs
Links
- p2play-js : a p2p gaming lib - Peer-to-peer multiplayer js for games
- GitHub: aguiran/p2play-js
- npm: @p2play-js/p2p-game