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BestoNet is a custom rollback networking solution developed for the fighting game Idol Showdown. Built in C# for Unity, it integrates with Facepunch Steamworks to provide a robust and efficient rollback implementation.

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License: MIT PRs Welcome Maintenance

BestoNet is a custom rollback networking solution developed for the fighting game Idol Showdown. Built in C# for Unity, it integrates with Facepunch Steamworks to provide a robust and efficient rollback implementation.

This is a work in progress as a library, and won't work right out the box

📚 Documentation

Background

Originally we used Unity GGPO but there were some issues.

  • Unplayable connections at long distances (experiencing ~7 frames of rollback)
  • Maintenance difficulties due to GGPO's C++ codebase
  • System instability during poor network conditions
  • Using GGPO required a relay system that added extra latency to online matches

Core Features

Rollback Management

  • Speculative Frame Saving: Saves CPU time and preventing 7 frame rollbacks
    • Currently saves the midpoint frame, confirm frame, and end frame
  • Input Prediction: Will predict the next input using the previously received input
  • Rift Management: Many different options to deal with one sided rollback and game syncing
  • Reliable Input Messaging: Maintains a 7-frame input buffer to handle packet loss and out-of-order delivery

Implementation Requirements

  1. Frame Timing: Idol Showdown currently uses a separate thread as a timer.
  2. Spectator: The current implementation contains a call to send confirmed frame inputs to a spectator buffer
  3. State management system: Deterministic game logic is required. For efficiency reasons, we recommend avoiding using byte[] with BinaryWriter/Reader

Configuration

Rollback Settings

Current Unity Configuration Settings

Note: The MaxRollbackFrames setting currently shows 4 frames but effectively provides ~8 frames of rollback in Idol Showdown. This discrepancy is known but functional.

Credits

This implementation draws inspiration from:

  • MK/Injustice GDC presentation
  • Zinac's rollback implementation guide
  • GekkoNet's Rollback System

Special thanks to Rin Iota for developing the original networking foundation that enabled ISD Rollback's creation.

Contributing

This is an open-source project accepting community contributions. Please read our Contributing Guide and Code of Conduct before submitting pull requests.

License

This project is licensed under the MIT License - see the LICENSE file for details.

About

BestoNet is a custom rollback networking solution developed for the fighting game Idol Showdown. Built in C# for Unity, it integrates with Facepunch Steamworks to provide a robust and efficient rollback implementation.

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