Mirror/doc/Transports/Telepathy.md
Chris Langsenkamp cec96677b2 Fixed link
2019-09-30 08:29:20 -04:00

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# Telepathy
Simple, message based, MMO Scale TCP networking in C\#. And no magic.
- Telepathy was designed with the [KISS Principle](https://en.wikipedia.org/wiki/KISS_principle) in mind.
- Telepathy is fast and extremely reliable, designed for [MMO](https://assetstore.unity.com/packages/templates/systems/ummorpg-51212) 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](https://github.com/vis2k/Telepathy)
## What makes Telepathy special?
Telepathy was originally designed for [uMMORPG](https://assetstore.unity.com/packages/templates/systems/ummorpg-51212) 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.