Repozytorium PJATK

Creation of multiplayer communication protocol and a backend server in a context of a turn-based game

Repozytorium Centrum Otwartej Nauki

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dc.contributor.author Maretskyi, Dmytro
dc.date.accessioned 2023-02-24T10:16:51Z
dc.date.available 2023-02-24T10:16:51Z
dc.date.issued 2023-02-24
dc.identifier.issn 2022/I/EPG/9
dc.identifier.uri https://repin.pjwstk.edu.pl/xmlui/handle/186319/2554
dc.description.abstract The work focuses on implementing a custom networking protocol from the ground up tailored for a turn-based game. There are existing solutions that help developers add multiplayer support to their Unity-based games, but the majority is optimized for fast-paced games like first-person shooters. They also make big influence on how backend services are written, often requiring dedicated servers to run a headless instance of Unity engine. The custom protocol is based on WebSocket transport and JSON-RPC layer for serialization and remote call functionality. The protocol is engine-agnostic which allows the architecture backend services to be uninfluenced by Unity. This work explores implementing a turn-based game using the custom protocol, with the game client written on the Unity engine and distributed via a web build, and a backend server that runs in a .NET Core runtime. Due to the network protocol being lightweight, the resulting backend server turned out to be more scalable than the solutions involving other multiplayer frameworks. The work also goes into detail on how code sharing, and reuse can be achieved between a Unity game and a traditional .NET solution. pl_PL
dc.language.iso other pl_PL
dc.relation.ispartofseries ;Nr 6497
dc.subject Multiplayer pl_PL
dc.subject Unity pl_PL
dc.subject Networking pl_PL
dc.subject Backend infrastructure pl_PL
dc.subject Turn-based games pl_PL
dc.title Creation of multiplayer communication protocol and a backend server in a context of a turn-based game pl_PL
dc.type Thesis pl_PL


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