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* Documentation Outline * Spacing adjustments * Captured old wiki content * yml fix * Docs work * resize images * Replaced images * Removed md from links * Renamed Misty to Fizzy * Captured Unity docs * links cleanup * clear links * Cleanup and moved NetworkBehavior to Classes. * added slashes to yml paths * reverted slashes * Fixes bad link * Update Ignorance.md This should be enough documentation for now, yeah? * Localized images * Update Ignorance.md formatting updates * Lots of Cleanup * fix link * Formatting * fix code blocks * Lots of content and cleanup * fixed yml * Added blank line * Added spaces in titles * tightened bullets * Fixed bullet spacing * Fixed more bullets * unbolded content * Cleanup and removal of empty pages Updated README with links to docs pages * Restored prior version * Contributing * Improvements to content * lower case fix * fix link * renamed Contributions * fixed link * home page content * Fixed Encoding * Moved Why TCP * Replaced Unity with Mirror * Telepathy Description * changed to h2 * Moved Sample down * Removed dead links * Copied Contributions Added Test Fixed h3's * Fixed headings * added to Test * Fixed image alts and links * fixed last alt
1.7 KiB
1.7 KiB
Telepathy
Simple, message based, MMO Scale TCP networking in C#. And no magic.
- Telepathy was designed with the KISS Principle in mind.
- Telepathy is fast and extremely reliable, designed for MMO scale Networking.
- Telepathy uses framing, so anything sent will be received the same way.
- Telepathy is raw C# and can be used in Unity3D too.
- Telepathy is available on GitHub
What makes Telepathy special?
Telepathy was originally designed for uMMORPG after 3 years in UDP hell.
We needed a library that is:
- Stable & Bug free: Telepathy uses only 400 lines of code. There is no magic.
- High performance: Telepathy can handle thousands of connections and packages.
- Concurrent: Telepathy uses one thread per connection. It can make heavy use of multi core processors.
- Simple: Telepathy takes care of everything. All you need to do is call Connect/GetNextMessage/Disconnect.
- Message based: if we send 10 and then 2 bytes, then the other end receives 10 and then 2 bytes, never 12 at once.
MMORPGs are insanely difficult to make and we created Telepathy so that we would never have to worry about low level Networking again.
What about...
- Async Sockets: didn't perform better in our benchmarks.
- ConcurrentQueue: .NET 3.5 compatibility is important for Unity. Wasn't faster than our SafeQueue anyway.
- 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.