Skip to main content

State synchronization

Basics

ElympicsSnapshot

Snapshot is a binary representation of whole synchronized state. Snapshots are generated and serialized on the server-side, and sent to clients. The structure of a snapshot is described as follows:

  • Tick: number describing time quantum in which the snapshot was captured
  • Data: dictionary of binary data gathered from ElympicsBehaviours
    • key NetworkId: - int index
    • value Data: - binary chunk of data

ElympicsBehaviour

ElympicsBehaviour represents a single object synchronized through the network between server and clients as a part of a snapshot. It is described by unique networkId assigned to it. It enables all Elympics components attached to its parent i.e.:

Basic components:

  • IObservable - empty base interface for everything else, classes implementing this will have ElympicsVars gathered
  • IInputHandler - inputs gathering, better described in the inputs section
  • IInitializable - initializing things right after Elympics initialization
  • IUpdatable - contains ElympicsUpdate method to advance game logic in deterministic way
  • ElympicsVar - all variables representing synchronized state contained in components

Advanced components:

  • IStateSerializationHandler - synchronizing non-ElympicsVar objects with network state
  • IClientHandler - client callbacks for client related actions
  • IServerHandler - server callbacks for game related actions
  • IBotHandler - bot callbacks for bot related actions
  • IReconciliationHandler - client reconciliation tweaks for local state altering e.g. force local camera rotation to stay in the same position even if server says otherwise
info

ElympicsBehaviour is a mandatory part of synchronized object through the network. It has to be included in every GameObject you want to synchronize or instantiate (root GameObject of Prefab). Also remember that every networkId has to be unique!

ElympicsMonoBehaviour

ElympicsMonoBehaviour is a class deriving from Unity MonoBehaviour and implementing IObservable interface. It's meant to be used whenever there is need to have a synchronized GameObject.

Using ElympicsMonoBehaviour automatically adds ElympicsBehaviour component to the GameObject if it's not present (which, as stated before, is mandatory for any state synchronization). As ElympicsMonoBehaviour implements IObservable interface, its ElympicsVars are synchronized.

ElympicsMonoBehaviour gives you access to many utility properties and methods such as:

  • PredictableFor - returns player who can predic corresponding ElympicsBehaviour; often used as ownership indicator
  • Elympics.Player - returns the player object related to the current game session; identifies the current "me"
  • Elympics.IsServer, Elympics.IsClient, Elympics.IsBot - booleans indicating if the current game instance is respectively Server, Client, or Bot
  • Elympics.Tick - returns the current Tick number, a moment in time relative to the start of a match
  • Elympics.TickDuration - indicates how much time in seconds a single Tick takes
  • Elympics.TicksPerSecond - indicates how many Ticks happen in one second
  • ElympicsBehaviour - returns the corresponding ElympicsBehaviour instance, which among others gives access to TryGetInput(...) method
  • ElympicsInstantiate(...), ElympicsDestroy(...) - for dynamic creation and deletion of objects
  • Elympics.Disconnect() - disconnects player from the current match (available on Client only)
  • Elympics.EndGame(...) - finalizes a match (mandatory, available on Server only); by default handled by the DefaultServerHandler

Note that if you don't need mentioned properties and methods in given GameObject, ElympicsMonoBehaviour itself isn't required to make synchronization work, but it prevents you from forgetting about adding ElympicsBehaviour and IObservable.

ElympicsVar

It's a base class for all variables shared between clients and server e.g. ElympicsInt, ElympicsVector3 etc. They're used to:

  • hold underlying synchronized variables (respectively int, Vector3 etc.)
  • serialize and deserialize those variables into binary snapshot
  • check if value has changed over time
  • check if local predicted state matches the data received from server
info

There are strict requirements for ElympicsVar to be synchronized correctly:

  • it must be initialized correctly
  • it must be an instance field accessible within a class implementing IObservable interface
    • inherited accessible (public or protected) fields of base classes are synchronized
    • inaccessible (private) fields of base classes aren't synchronized
    • ElympicsVar properties aren't synchronized
    • static fields aren't synchronized
  • the class script must be attached as a component to a game object containing Elympics Behaviour.

Serialization / Deserialization

Serialization

Mainly used on Server to collect state and send it to players. Also called on Clients with prediction turned on to save predicted state for further comparison.

A snapshot is collected in the following manner:

  • ElympicsSystem - (Client, Server or Bot) - GetSnapshot
  • ElympicsBehaviourManager - iterating over ElympicsBehaviours in networkId ascending order
  • ElympicsBehaviour - calling Serialize over ElympicsVars and collecting all byte data into a single array.

Deserialization

Used only on Clients to apply incoming data from a Server.

A snapshot is applied in the following manner:

  • ElympicsSystem - (Client, Server or Bot) - 2 cases whether Client has enabled prediction
    • Without prediction
      • ElympicsBehaviourManager - iterating over ElympicsBehaviours in networkId ascending order
      • ElympicsBehaviour - calling Deserialize over ElympicsVars.
    • With prediction
      • Checking if predicted state is correct, if it's not correct then
        • ElympicsBehaviourManager - iterating over Predictable ElympicsBehaviours in networkId ascending order
        • ElympicsBehaviour - calling deserialize over ElympicsVars.
      • ElympicsBehaviourManager - iterating over Not Predictable ElympicsBehaviours in networkId ascending order
      • ElympicsBehaviour - calling Deserialize over ElympicsVars.
      • Applying predicted input
info

Incorrectly predicted state triggers the process of reconciliation, which is more complicated and is explained in greater detail on its own page.

Initializing ElympicsVars

ElympicsVars can be initialized in 2 ways, statically or using Initialize.

caution

ElympicsVars must be initialized at the end of IInitializable.Initialize at the latest! Otherwise an exception will be thrown.

Static

Simple static assign in a class field

private readonly ElympicsInt                 _ticksAlive     = new ElympicsInt(10);
private readonly ElympicsArray<ElympicsBool> _playerAccepted = new ElympicsArray<ElympicsBool>(5, () => new ElympicsBool(false));

Initialize

It requires class to implement IInitializable interface for Initialize method.

public class TemplateBehaviour : ElympicsMonoBehaviour, IInitializable
{
[SerializeField] private ElympicsBehaviour[] multipleGameObjectReferences;

private ElympicsArray<ElympicsBool> _playerAccepted = null;
private ElympicsList<ElympicsGameObject> _listWithElympicsGameObjects = null;

public void Initialize()
{
int numberOfPlayers = ElympicsConfig.Load().GetCurrentGameConfig().Players;
_playerAccepted = new ElympicsArray<ElympicsBool>(numberOfPlayers, () => new ElympicsBool(false));

_listWithElympicsGameObjects = new ElympicsList<ElympicsGameObject>(() => new ElympicsGameObject(null));
foreach (var behaviour in multipleGameObjectReferences)
_listWithElympicsGameObjects.Add().Value = behaviour;
}
}

Available types

Simple

  • ElympicsBool
  • ElympicsInt
  • ElympicsFloat
  • ElympicsString
  • ElympicsGameObject

Structs

  • ElympicsVector2
  • ElympicsVector3
  • ElympicsQuaternion

Collections

  • ElympicsArray
  • ElympicsList

ValueChanged

It's an event called after the value of ElympicsVar changes (taking accuracy tolerance into account).

ValueChanged isn't fired instantly but only after states becomes consistent – at the start of a tick, after receiving inputs, before calling ElympicsUpdates.

Possibility of skipping changes

There's always a possibility that ValueChanged won't be fired on Client, even if the value has changed on server. The reason is not all snapshots reach clients. Some of them may be skipped too, e.g. when two snapshots arrive in the same time, only the newer one is handled. Don't make your crucial logic dependent on these events. For example there is a chance that your not-predicted ElympicsInt incremented in every tick jumps from 1 to 3 instead jumping from 1 to 2 to 3 etc.

Changing values of other ElympicsVars in ValueChanged

Be careful when modifying values of ElympicsVars inside ValueChanged callbacks. It is not defined if the change is processed in the same tick or in the next one. The previous value of the modified variable can also be lost in the process. This behavior is to be fixed in future releases of our SDK.

private readonly ElympicsFloat _timerForDelay  = new ElympicsFloat();

private void Awake()
{
_timerForDelay.ValueChanged += OnValueChanged;
}

private void OnValueChanged(float lastValue, float newValue)
{
if (lastValue <= 0 && newValue > 0)
animator.SetTrigger(true);
}

Prebuilt Synchronizers

Reusable components to synchronize non-trival objects using Elympics.

How it works is explained later on this page here.

They can be added manually or through buttons in ElympicsBehaviour and respective components are required on the same GameObject.

Synchronizers

ElympicsGameObjectActiveSynchronizer

Simply synchonizing GameObject.active property.

ElympicsTransformSynchronizer

Used to synchronize Transform parameters such as:

  • localPosition
  • localScale
  • localRotation

ElympicsRigidBodySynchronizer

Used to synchronize RigidBody parameters such as:

  • position
  • rotation
  • velocity
  • angularVelocity
  • mass
  • drag
  • angularDrag
  • useGravity
tip

Don't synchronize RigidBody and Transform together, because it's very bad for performance.

ElympicsRigidBody2DSynchronizer

Used to synchronize RigidBody2D parameters such as:

  • position
  • rotation
  • velocity
  • angularVelocity
  • drag
  • angularDrag
  • inertia
  • mass
  • gravityScale
tip

Don't synchronize RigidBody2D and Transform together, because it's very bad for performance.

Coding principles

These are the most important rules for state programming and should always be followed.

caution

Remember, all variables affecting the gameplay have to be synchronized using ElympicsVars or be closely linked to them!

Simple variables affecting gameplay have to be synchronized

Let's take a look into a snake game with random apple position. The player can't see it because only the server is choosing its position using Random, and the client will think that the apple is always at the (0,0) position.

private Vector2 applePosition = Vector2.zero;
private bool isEaten;

public void ElympicsUpdate()
{
// Server authoritive decision
if (Elympics.IsServer) {
if (isEaten) {
applePosition = new Vector2(Random.Range(-10.0f, 10.0f));
isEaten = false;
}
}
}

The solution for this problem is to synchronize the variables.

Other variables affecting gameplay have to be closely linked to ElympicsVars

Lets take a look at an example similar to the previous one. We are going to move the player (change transform.position) using input, and we forgot to add ElympicsTransformSynchronizer to player GameObject.

No transform sync

public void ElympicsUpdate()
{
if (!ElympicsBehaviour.TryGetInput(PredictableFor, out var inputReader))
return;

inputReader.Read(out var vMove);
inputReader.Read(out var hMove);

transform.localPosition += new Vector2(hMove, vMove);
}

Even if the position would be correct for the first few ticks, with time, due to some indeterministic events, the position, as viewed by the player, will start to differ more and more from what is on the server. In a game with multiple players, the situation would be even worse, as players would not see the movement of other players' avatars.

There is no elegant solution for 2 predictables contact

In this case, we are going to analyze what happens when a player affects other player's behaviour.

Player colliding with other player

Both players have ElympicsRigidBodySynchronizer, and we can predict physics in our game. When we collide with others there will be some inaccuracy in position prediction, like on this diagram:

A->   B
A-> B
A-> B
A->B - a collision occurs on a client
A->B
A->B
A->B - the client receives updated positions from server
A->B
A B
A B
A B
A B

This happens because the position of the colliding enemy cannot be predicted by us and therefore we have to wait for the server acknowlegment of the position change. Then we can observe a bigger jump in the position change - it depends on the server-client latency our client experiences.

Player hitting other player
public void ElympicsUpdate()
{
if (!ElympicsBehaviour.TryGetInput(PredictableFor, out var inputReader))
return;

inputReader.Read(out int shotPlayer);

// Modify ElympicsVar on other player's game object, which is not predictable for us
players[shotPlayer].hp -= 10;
}

In this case, the HP indicator will show us altered value on our game client, but just for one tick, after which the state from the server will be applied to the game object that is not predictable for us, overriding our local change. Once server processes our input and acknowledges that change, it will be applied again.

This will cause the value of hp on our game client to change in each tick like this:

100 -> 90 -> 100 -> 100 -> 90 -> 90 -> 90

If we don't try to predict the outcome of the attack on our game client and wait for the updated state from server instead, the player will only experience a small delay, but we will eliminate any stuttering.

An alternative approach would be to extract hp to another ElympicsBehaviour and make it predictable for all players. This would eliminate the delay and could also eliminate stuttering, but only if additional factors (like other players) would not invalidate the local predictions, causing reconciliation.

Be careful mixing predictable and unpredictable code

If you create multiple scripts e.g. one for controlling player and input and one for spawn point, be careful if they are predictable to the same player. Otherwise, actions from a predictable script which call methods from unpredictable scripts can make the game stutter.

// PlayerInputController - *Predictable for the local player*
public void ElympicsUpdate()
{
if (!ElympicsBehaviour.TryGetInput(PredictableFor, out var inputReader))
return;

inputReader.Read(out bool setSpawn);
inputReader.Read(out bool spawn);

if (setSpawn)
spawnController.SetSpawnPoint(PredictableFor, transform.localPosition);

if (spawn)
transform.localPosition = spawnController.GetSpawnPoint(PredictableFor);
}

// SpawnController - *Unpredictable*
private ElympicsList<ElympicsVector3> spawnPoints; // Every player's current spawn point

public void SetSpawnPoint(ElympicsPlayer player, Vector3 newSpawnPoint)
{
var index = GetPlayerIndex(player);
spawnPoints[index].Value = newSpawnPoint;
}

public Vector3 GetSpawnPoint(ElympicsPlayer player)
{
var index = GetPlayerIndex(player);
return spawnPoints[index].Value;
}

Doing spawn in the next few ticks would teleport player to the old spawn point, because SetSpawnPoint will be overriden by recently received server snapshot and set to the correct one when this information makes a round trip between client and server. After the spawn point changes, the client has to correct the position and make additional teleport.

caution

Try not to mix predictable code with unpredictable one until you have to. But if you have to, it has to be rare interaction or your clients will suffer very stuttering gameplay.

NetworkIds

All NetworkIds of ElympicsBehaviours have to be unique.

Keep in mind that they also describe execution order of all methods called by Elympics like ElympicsUpdate or Initialize. You can read more about this here.

If you want to check order of ElympicsBehaviour there is a button in Elympics GameObject - Refresh Elympics Behaviours.

NetworkId can be set to custom in ElympicsBehaviour component but it has to be unique.

In case of any problems with NetworkIds there is an option Tools -> Elympics -> Reset Networkd Ids.

Advanced

info

WIP

Synchronized reference

  • ElympicsGameObject and underlying NetworkId
  • Elympics.TryGetBehaviour

PredictableFor

  • player with ownership
  • instant feedback on state with cached inputs

VisibleFor

  • server data intended only for one of the players
  • not seen synchronized reference with bad design

Optimizing snapshots size

  • turning off synchronizer parts like ElympicsRigidBodySynchronizer component -> inertia -> tick
  • ElympicsBehaviour component -> StateUpdateFrequency - will be included in snapshot less often with not changing variables

Accuracy tolerance

  • ElympicsRigidBodySynchronizer component -> Position -> Tolerance
  • adapting tolerance to e.g. position change on big map
  • less reconciliations based on indeterminism on collisions
  • Comparers implementations, how to check if equals in given tolerance

Creating your own synchronizer

  • IStateSerializationHandler
  • case study of rigidbody synchronizer