Sunday, September 14, 2008

Game Engine Topologies: Client-Server

In multiplayer games, you have to communicate information between the clients to keep the game in sync. This simple requirement actually has quite a far-reaching impact in your game engine. Although there are many variations on the theme, there are two primary topologies that are used to achieve communication between clients: "Client-Server and Peer-to-peer". These topologies are used all the way from the simplest multiplayer game (think Worms), to the most complicated MMO. In a two-part post, I'll cover the topologies used by games today.

Client-Server (examples: WoW, every multiplayer FPS ever)
In a client-server topology, you have one (or possibly more) servers, and you have many clients. The clients are each responsible for a set of one or more objects, and whenever a change occurs in one of these objects, the client communicates those objects to the server, who takes appropriate action. Likewise, when other game entities change, the server pushes that information to the various clients. The clients can be thought of as basically dumb, they aren't doing much (or possibly any) world simulation and instead are just rendering the state of the world as they were told on any given frame. It's probably obvious--but worth saying anyways--that in a client-server environment, all clients are lagging behind the server by some amount of time, known as their latency. That is, while the server may be processing simulation time 30, clients might all be processing at time 27, 28, 29, or 26, depending on how long it takes for them to receive network traffic as well as render the results of the current state of the simulation.

The values of client-server topologies are that they are generally low-latency. You press a button, and the results are immediately sent to the server. The downside of such a system is that the network requirements scale linearly with the number of objects that exist in the game universe.

In Client-Server topologies, there are two basic modes: Client Authoritative (CA) and Server Authoritative (SA). Valve has also clever spin on this approach, which I'll discuss seperately below.

The primary difference between CA and SA involves the messages that are sent along with who validates that the message is legal. In a CA environment, the client sends messages like "Spawn a rocket here, travelling in this direction with this velocity," or "I hit this entity for XYZ points of damage." The server doesn't perform additional validation of these messages, which leads to an obvious problem: cheating. In fact, even if you have a completely robust and bulletproof client (which is pretty much impossible), these types of architectures are vulnerable to man-in-the-middle (MITM) attacks. It would be trivial, for example, to write a client that sat next to your game, listening for a global hotkey that would insert an automatic 'kill shot', for example. The upside of CA servers, however, are that the game feels virtually lag free for all players, because if it looks like a hit on your machine, it is a hit.

By contrast, SA architectures validate the messages on the server, and the messages are typically more of an "I tried to take this action" message. For example "I pressed fire", or "I moved forward". The server validates that the messages are legal, and then sends the appropriate response (or issues the action). The upside of this sort of architecture is that cheating becomes enormously more difficult, because there typically isn't a "I hit so-and-so for 400 points of damage" message, and even if there is, the server will take steps to validate that the message occurs in a valid and well-formed state. The downside is, of course, latency. This leads to some complex architecture to try and deal with the latency, generally called Client Prediction. I'll cover this topic in another post at some point in the future.

Team Fortress 2, along with other Valve FPS games based on the source engine, perform an interesting spin on client-server engine design. They try to pretend to be client authoritative, but are actually server authoritative. They do this by keeping a window backwards in time of up to a second (this is configurable) of where all the simulation objects have been. As said before, all clients must be running at some time slightly behind the leading edge (where the server is) due to latency (both rendering and network), even though this latency is very small. When a player takes an action (the most obvious of which is firing a weapon), he sends a timestamp to the server along with the "I've fired" message. The server gets the time stamp and essentially rolls the world backwards to that time to determine whether the player got a hit or not, and then sends the appropriate messages to all other clients. As long as the client and server agree on where objects are at a particular time, which is known as being in sync, then the client prediction is effectively completely accurate.

The effect of this logic is great for the person shooting, but can be a bit surprising for the person being shot. Imagine that you're running across the battlefield, duck behind a wall and think "I'm safe," only to find out a half-second later that you've been headshot. It's happen many-a-time to me and my friends, and it's always a little surprising.


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