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#Actualjbadams

Posted 15 August 2014 - 09:12 PM

I am wondering what design strategies or approaches others have used to decouple networking from game and UI logic in a game client.

I considered the notion where everything that would be sent to the server endpoint would be some form of an event. Various points in the game logic code, specific events would get dispatched to an event queue. The network layer components would register during initialization for these types of events and upon receipt, perform the network action. Once the network action completes, a network layer completion handler that got invoked that would fire an event back to the event queue to be distributed the next time the event dispatcher was ticked.

One thing I like about the above is that the event dispatcher is the conduit by which any module can speak with the network layer. In fact, my design has been hinged around this being the way any subsystem in the framework can talk to one another.

Using boost asio with an io service worker thread, I can have the service event loop continually respond to read/write operations as fast as possible and update an internal queue of message packets received from the server. During the main game loop I can simply lock the queue, make a clone, clear, and unlock then process the cloned list. This is so I can maintain some order of state update during the game loop. I don't think it would be ideal to allow the io service thread to manipulate state since it has no idea where the main game loop may be during the simulation for example.

I'm curious whether there is a better approach to interfacing the network layer in the game loop besides the above? The world simulation will have a large number of various message types sent to/from the server and I'd like to find a good way to handle sending/receiving these messages effectively with minimal overhead and decent decoupling too.

EDIT: Also keep in mind, that if a proposed solution is not to use an event queue like the above, the game client maintains at most three server connections simultaneously during game play, namely the authentication service connection, chat service connection, and world simulation service connection. So I'd need to have a way to distinguish between multiple server-side endpoints.

: Fixed tags.


#2crancran

Posted 30 November 2012 - 01:55 PM

I am wondering what design strategies or approaches others have used to decouple networking from game and UI logic in a game client.

I considered the notion where everything that would be sent to the server endpoint would be some form of an event. Various points in the game logic code, specific events would get dispatched to an event queue. The network layer components would register during initialization for these types of events and upon receipt, perform the network action. Once the network action completes, a network layer completion handler that got invoked that would fire an event back to the event queue to be distributed the next time the event dispatcher was ticked.

One thing I like about the above is that the event dispatcher is the conduit by which any module can speak with the network layer. In fact, my design has been hinged around this being the way any subsystem in the framework can talk to one another.

Using boost asio with an io service worker thread, I can have the service event loop continually respond to read/write operations as fast as possible and update an internal queue of message packets received from the server. During the main game loop I can simply lock the queue, make a clone, clear, and unlock then process the cloned list. This is so I can maintain some order of state update during the game loop. I don't think it would be ideal to allow the io service thread to manipulate state since it has no idea where the main game loop may be during the simulation for example.

I'm curious whether there is a better approach to interfacing the network layer in the game loop besides the above? The world simulation will have a large number of various message types sent to/from the server and I'd like to find a good way to handle sending/receiving these messages effectively with minimal overhead and decent decoupling too.

EDIT: Also keep in mind, that if a proposed solution is not to use an event queue like the above, the game client maintains at most three server connections simultaneously during game play, namely the authentication service connection, chat service connection, and world simulation service connection. So I'd need to have a way to distinguish between multiple server-side endpoints.

#1crancran

Posted 30 November 2012 - 01:52 PM

I am wondering what design strategies or approaches others have used to decouple networking from game and UI logic in a game client.

I considered the notion where everything that would be sent to the server endpoint would be some form of an event. Various points in the game logic code, specific events would get dispatched to an event queue. The network layer components would register during initialization for these types of events and upon receipt, perform the network action. Once the network action completes, a network layer completion handler that got invoked that would fire an event back to the event queue to be distributed the next time the event dispatcher was ticked.

One thing I like about the above is that the event dispatcher is the conduit by which any module can speak with the network layer. In fact, my design has been hinged around this being the way any subsystem in the framework can talk to one another.

Using boost asio with an io service worker thread, I can have the service event loop continually respond to read/write operations as fast as possible and update an internal queue of message packets received from the server. During the main game loop I can simply lock the queue, make a clone, clear, and unlock then process the cloned list. This is so I can maintain some order of state update during the game loop. I don't think it would be ideal to allow the io service thread to manipulate state since it has no idea where the main game loop may be during the simulation for example.

I'm curious whether there is a better approach to interfacing the network layer in the game loop besides the above? The world simulation will have a large number of various message types sent to/from the server and I'd like to find a good way to handle sending/receiving these messages effectively with minimal overhead and decent decoupling too.

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