Mirror/docs/Transports/Telepathy.md
Chris Langsenkamp 76b75dbb9b New Documentation (#184)
* 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
2018-12-26 16:07:24 -06:00

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.