Checking the Epic Online Services (EOS) p2p relays in different ways in C++. Useful for indie multiplayer games.
@todo
- chat
- lite bandwidth checking, in single queue
- make sure that the EOS SDK is not considered thread safe, crash
- 'deferred' approach instead of async
- multi-channeling
- PING-PONG
- measure ping in milli
- gRPC, 'poc' unary calls over UDP
- [-] (declined)more responsible bandwidth measurement
- async
- Bench/Stand
- blogpost
- Clean up the code
- Use the library in a simple multiplayer game, BattleCity
- UnrealEngine UObject-s Serialize/Deserialize, replication
- Python version
Building the project and tests from the source code requires the presence of the Microsoft Visual Studio 2019 Community, and using *.sln and *.vcxproj project files.
Can ask questions. PRs are accepted. No requirements for contributing.
Mr. G. Sliepen for participating in code review.
See the LICENSE file for license rights and limitations (MIT).