Vixen
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Networking · guide

Network sessions

The layer between a transport, which knows about connections and bytes, and a game, which wants players and ticks — the handshake, the clock, the player list, and why a player is not a connection.

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  • Networked players — Giving a connection a body, predicting its movement, and proving the two ends agree.
  • Round trip and jitter — The RFC 6298 filter every latency number in the engine comes out of — a smoothed round trip, a smoothed deviation beside it, and why the deviation is the one that sizes buffers.
  • Measuring packet loss — What the transport counts about datagrams that did not arrive — four cumulative totals, why the outbound pair is an upper bound and the inbound pair is an observation, how the peer's inbound counters come back over the wire to make it a measurement, and what it costs per packet.
  • The network panel — Where a session's bandwidth is going, how the link is behaving over time, and what is inside one snapshot — an editor panel over the BandwidthLedger, SnapshotInspector, RoundTripEstimator and transport loss counters a game already has.