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* Moved doc files to docfx folder * load csproj * doc generation * Run docfx * Add docfx * Deploy docs to mirror-networking.com * use deploy phase * deploy whole generated site * Fixed the semantic release command * Is last \ required? * show debug log * using lftp for site deploy * Testing lftp * Show current folder * try -e command option * Show me the files * use plain ftp * use choco install instead of cinst * fix ssl certificate validation * fix username * Upload site to xmldocs folder * no need to archive docs * No need for debug output * Fix file permissions * show me .htaccess * Show me contents * Wipe out folder to fix permissions * Set file permissions * Fix file permissions * complete toc list * Migrated intro page * Remove old docs * Update link to docs * Add link to github * Only update docs for stuff in master * This is a powershell command * Update doc/articles/Concepts/Communications/RemoteActions.md * Update doc/articles/Concepts/VisibilityCustom.md * Update doc/articles/Concepts/Authority.md * Update doc/articles/Concepts/GameObjects/SpawnObjectCustom.md * Update doc/articles/Concepts/Authority.md * Update doc/articles/Classes/SyncVars.md * No need to run semver twice
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.