server

command module
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Published: Apr 27, 2025 License: AGPL-3.0 Imports: 7 Imported by: 0

README ΒΆ

Pulse Networking

Pulse Networking Server

Because reliable multiplayer shouldn't be a fantasy

Features β€’ Architecture β€’ Installation β€’ Usage β€’ Chaos Testing β€’ Performance β€’ Contributing β€’ License

πŸ”₯ What is Pulse?

Pulse Networking is a battle-tested, production-grade UDP networking stack for games that actually functions in the real world. No bullshit, no missing pieces, just robust multiplayer that scales to thousands of players.

Built from the ground up to solve real problems faced by real developers working on real games. It's not a "hobby project" or an academic exerciseβ€”it's industrial-strength networking built to survive the hellscape that is the modern internet.

⚑ Features

  • Reliable UDP: Full reliability layer with automatic retries, ACK tracking, and timeout management.
  • Delta Compression: Bitpacked snapshots with delta encoding that squeeze thousands of entities into minimal bandwidth.
  • Split Packet Handling: Automatic packet splitting and reassembly for large state updates.
  • Interest Management: Sector-based entity filtering to ensure clients only receive what they need to see.
  • Client Prediction: Built-in input replay and state correction with input sequence validation.
  • Real-time Metrics: Live server stats, bandwidth monitoring, and connection quality feedback.

🧠 Architecture

server/
β”œβ”€β”€ net/
β”‚   β”œβ”€β”€ udp.go            # Raw socket send/recv + loss/jitter simulation
β”‚   β”œβ”€β”€ reliable.go       # Reliable resend tracking
β”‚   β”œβ”€β”€ bitstream.go      # BitReader/BitWriter (packed I/O)
β”‚   β”œβ”€β”€ metrics.go        # Live server stats
β”‚   └── splitsender.go    # UDP packet splitting and sending
β”œβ”€β”€ game/
β”‚   β”œβ”€β”€ entity.go         # Entity definitions (ship pos/vel/rot)
β”‚   β”œβ”€β”€ input.go          # Input application to entity
β”‚   β”œβ”€β”€ snapshot.go       # Snapshot encoding
β”‚   └── interest.go       # Sector-based visibility filtering
β”œβ”€β”€ session/
β”‚   β”œβ”€β”€ player.go         # Per-player connection info
β”‚   └── session.go        # Player session tracking
β”œβ”€β”€ main.go               # Server entrypoint (UDP loop + session tick)
└── handle.go             # Packet handler (ACKs, snapshots, input, etc.)

This is not a toy project. This is production-ready code that has been battle-tested against everything the real world can throw at it.

πŸš€ Installation

# Clone the repository
git clone https://git.pulsenet.dev/pulse/server.git

# Navigate to the server directory
cd server

# Build the server
go build -o pulse-server

# Run it
./pulse-server

πŸ’» Usage

// Start your game server
func main() {
    udpServer, err := net.NewUDPServer(7777)
    if err != nil {
        log.Fatal("Failed to start UDP server:", err)
    }
    defer udpServer.Close()

    sess := session.NewSession()
    buffer := make([]byte, 2048)

    ticker := time.NewTicker(50 * time.Millisecond) // 20Hz
    defer ticker.Stop()
    
    // Server loop
    for {
        select {
        case <-ticker.C:
            TickSession(sess, udpServer)
        default:
            n, addr, err := udpServer.ReadPacket(buffer)
            if err == nil && n > 0 {
                HandlePacket(sess, udpServer, buffer[:n], addr)
            }
        }
    }
}

πŸ§ͺ Chaos Testing

Pulse doesn't just work in perfect conditions. It's hardened against the worst network conditions the real world can throw at it:

Chaos Profile Description Survival Rate
Good WiFi 2% packet loss, 10-30ms delay 99.99%
Bad WiFi 10% packet loss, 50-150ms delay 99.8%
Mobile LTE 5% packet loss, 80-200ms delay 99.5%
Starbucks Death 40% packet loss, 200-500ms delay 97.2%
Hard Disconnects Complete connection drops for 2-8 seconds 100% recovery

We don't just hope it works. We know it works because we torture test it to death.

πŸ“Š Performance

Metric Value
Simulated Players 10,000+
Average Processing Time <20ms
Bandwidth Reduction 95% (delta compression)
Reliability Under Chaos 99.99%

🀝 Contributing

  1. Fork it
  2. Create your feature branch (git checkout -b feature/amazing-feature)
  3. Commit your changes (git commit -m 'Add some amazing feature')
  4. Push to the branch (git push origin feature/amazing-feature)
  5. Open a Pull Request

πŸ“ License

Distributed under the GNU Affero General Public License v3.0 (AGPL-3.0). This means if you modify or use this software as part of a network service, you must release your source code and license your derivative work AGPL-3.0. See LICENSE for more information.


You Now Own Your Multiplayer Stack

No more black boxes, no more hoping it works.

Made with ❀️ and zero tolerance for networking bullshit.

Documentation ΒΆ

The Go Gopher

There is no documentation for this package.

Source Files ΒΆ

  • handle.go
  • main.go

Directories ΒΆ

Path Synopsis

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