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27 lines
1.7 KiB
Markdown
27 lines
1.7 KiB
Markdown
# Telepathy Transport
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Simple, message based, MMO Scale TCP networking in C\#. And no magic.
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- Telepathy was designed with the [KISS Principle](https://en.wikipedia.org/wiki/KISS_principle) in mind.
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- Telepathy is fast and extremely reliable, designed for [MMO](https://assetstore.unity.com/packages/templates/systems/ummorpg-51212) scale Networking.
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- Telepathy uses framing, so anything sent will be received the same way.
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- Telepathy is raw C\# and can be used in Unity3D too.
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- Telepathy is available on [GitHub](https://github.com/vis2k/Telepathy)
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## What makes Telepathy special?
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Telepathy was originally designed for [uMMORPG](https://assetstore.unity.com/packages/templates/systems/ummorpg-51212) after 3 years in UDP hell.
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We needed a library that is:
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- Stable & Bug free: Telepathy uses only 400 lines of code. There is no magic.
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- High performance: Telepathy can handle thousands of connections and packages.
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- Concurrent: Telepathy uses one thread per connection. It can make heavy use of multi core processors.
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- Simple: Telepathy takes care of everything. All you need to do is call Connect/GetNextMessage/Disconnect.
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- Message based: if we send 10 and then 2 bytes, then the other end receives 10 and then 2 bytes, never 12 at once.
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MMORPGs are insanely difficult to make and we created Telepathy so that we would never have to worry about low level Networking again.
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## What about...
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- Async Sockets: didn't perform better in our benchmarks.
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- ConcurrentQueue: .NET 3.5 compatibility is important for Unity. Wasn't faster than our SafeQueue anyway.
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- UDP vs. TCP: Minecraft and World of Warcraft are two of the biggest multiplayer games of all time and they both use TCP networking. There is a reason for that.
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