godot-multiplayer-networking
Expert multiplayer for desync, rollback, dedicated --headless servers, interest culling, and bandwidth spikes: ENet/WebRTC choice, authority, secure…
它会碰到什么
这一栏是扫描器报的事实,不是结论。命中多不等于有毒(安全工具、规则库、示例脚本本来就会包含危险写法),命中少也不等于干净。它和你手上的凭据、文件、网络有什么关系,需要你自己看。
技能内容
NEVER Do (Expert Networking Rules)
Core Architecture
- NEVER use
Reliablefor high-frequency data (Position/Movement) — Reliable packets block all following packets until acknowledged (Head-of-Line blocking). UseUnreliableOrdered. - NEVER trust the client for shared state (Health/Money/Inventory) — Clients should only suggest actions. The Server MUST validate and broadcast the result.
- NEVER hardcode the Server IP — Always allow for discovery (
net_lan_discovery.gd) or pass the IP via CLI/UI.
Performance & Bandwidth
- NEVER send the same data every frame — Use
net_adaptive_sync_throttle.gdto only send updates when state changes significantly or at fixed Hz intervals (e.g., 20Hz). - NEVER use
JSONfor high-speed synchronization — String serialization is massive over the wire. Use bit-packing (net_packet_bit_packer.gd) to keep packets under 100 bytes. - NEVER broadcast to all peers if it's not needed — In large worlds, use Interest Management (
net_visibility_grid_culling.gd). A player in the forest doesn't need the position of a player in the city.
Security
- NEVER allow unlimited RPC calls per second — An attacker can flood the server with 1,000 "Attack" RPCs to crash the game. Use
net_packet_rate_limiter.gd. - NEVER expose PeerIDs to the end-user — PeerIDs are internal. Always map them to persistent
UserIDs(net_custom_id_mapper.gd) from a database. - NEVER run a dedicated server with a GUI enabled — Use
--headless(net_headless_server_auto_start.gd) to save resources and ensure stability.
Decision Tree (transport / authority / sync Hz)
| Question | Prefer | Script |
|----------|--------|--------|
| Desktop/console LAN or dedicated UDP | ENet | MANDATORY [net_enet_expert_config.gd](scripts/net_enet_expert_config.gd) |
| Browser / NAT-hostile peers | WebRTC (or WebSocket fallback) | Official Docs + peer wrappers; still use secure RPC scripts |
| Who owns gameplay truth? | Server-authoritative | MANDATORY [server_authoritative_controller.gd](scripts/server_authoritative_controller.gd) |
| Dedicated host without GUI | --headless | MANDATORY [net_headless_server_auto_start.gd](scripts/net_headless_server_auto_start.gd) / [server_dedicated_host.gd](scripts/server_dedicated_host.gd) |
| Position @ 10–20 Hz, not every frame | Adaptive throttle | MANDATORY [net_adaptive_sync_throttle.gd](scripts/net_adaptive_sync_throttle.gd) |
> Do NOT Load lobby/RPC beginner recipes from memory — use the golden path below and open only matching scripts.
Golden Path
- Host / dedicated → [server_dedicated_host.gd](scripts/server_dedicated_host.gd) + [net_headless_server_auto_start.gd](scripts/net_headless_server_auto_start.gd); clients → [client_network_setup.gd](scripts/client_network_setup.gd).
- Secure RPC → [secured_rpc_pattern.gd](scripts/secured_rpc_pattern.gd) + [net_packet_rate_limiter.gd](scripts/net_packet_rate_limiter.gd) + [secure_variable_synchronizer.gd](scripts/secure_variable_synchronizer.gd).
- Prediction / reconcile → [client_prediction_synchronizer.gd](scripts/client_prediction_synchronizer.gd) + [net_anti_desync_reconciler.gd](scripts/net_anti_desync_reconciler.gd); fighting/rollback → [net_rollback_helper.gd](scripts/net_rollback_helper.gd).
- Interest culling → [net_visibility_grid_culling.gd](scripts/net_visibility_grid_culling.gd) before broadcasting positions.
Available Scripts
Transport & host
- [net_enet_expert_config.gd](scripts/net_enet_expert_config.gd) — channels, compression, bandwidth.
- [net_headless_server_auto_start.gd](scripts/net_headless_server_auto_start.gd) — CLI/
--headlessdetect. - [server_dedicated_host.gd](scripts/server_dedicated_host.gd) — dedicated host bootstrap.
- [client_network_setup.gd](scripts/client_network_setup.gd) — client peer join.
- [net_lan_discovery.gd](scripts/net_lan_discovery.gd) — UDP LAN discovery.
- [network_error_handler.gd](scripts/network_error_handler.gd) — disconnect/error routing.
- [packet_peer_latency_test.gd](scripts/packet_peer_latency_test.gd) — latency probes.
- [net_heartbeat_monitor.gd](scripts/net_heartbeat_monitor.gd) — RTT/jitter.
Authority, RPC, sync
- [server_authoritative_controller.gd](scripts/server_authoritative_controller.gd) — server validates actions.
- [secured_rpc_pattern.gd](scripts/secured_rpc_pattern.gd) — safe RPC annotations/patterns.
- [secure_variable_synchronizer.gd](scripts/secure_variable_synchronizer.gd) — server-owned vars.
- [net_packet_rate_limiter.gd](scripts/net_packet_rate_limiter.gd) — flood protection.
- [net_packet_bit_packer.gd](scripts/net_packet_bit_packer.gd) — compact payloads (no JSON on hot path).
- [net_adaptive_sync_throttle.gd](scripts/net_adaptive_sync_throttle.gd) — Hz / change-threshold sync.
- [game_state_sync_manager.gd](scripts/game_state_sync_manager.gd) — snapshot/state sync.
- [multiplayer_spawner_manager.gd](scripts/multiplayer_spawner_manager.gd) — spawn authority.
- [network_input_synchronizer.gd](scripts/network_input_synchronizer.gd) — input frames to server.
- [networked_interpolator.gd](scripts/networked_interpolator.gd) — remote entity smoothing.
- [net_custom_id_mapper.gd](scripts/net_custom_id_mapper.gd) — UserID ↔ PeerID.
Desync / rollback / interest
- [client_prediction_synchronizer.gd](scripts/client_prediction_synchronizer.gd) — predict + correct.
- [net_anti_desync_reconciler.gd](scripts/net_anti_desync_reconciler.gd) — forced correction.
- [net_rollback_helper.gd](scripts/net_rollback_helper.gd) — snapshot re-sim helper.
- [net_visibility_grid_culling.gd](scripts/net_visibility_grid_culling.gd) — interest management.
Expert Pointers
- Position/movement:
UnreliableOrdered+ throttle — never reliable every frame. - Clients suggest; server validates and broadcasts results.
- Large worlds: cull with visibility grid before adding more sync Hz.
Deep dives (on demand)
- RPC modes, lobby handshake, puppet interpolation → [rpc-lobby-and-sync.md](references/rpc-lobby-and-sync.md)
- Delta-compression + network simulator concepts live in that reference (LLM-ignorance: unreliable vs reliable HoL blocking is NOT generic knowledge).
Reference
> Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
Official Documentation
- High-level multiplayer — RPC modes, authority, and peer lifecycle for host/join lobbies and server-validated actions.
- Networking — Transport map (ENet / WebSocket / WebRTC / HTTP) so peer choice matches platform and NAT constraints.
- MultiplayerAPI —
multiplayersingleton: peer IDs, connection signals, andrpc/rpc_identry points. - MultiplayerPeer — Transfer modes (reliable / unreliable / unordered) and connection status shared by every backend.
- ENetMultiplayerPeer — UDP host/client peer used for LAN, dedicated servers, and most action games.
- SceneMultiplayer — Default MultiplayerAPI: root path, auth callbacks, and scene-tree RPC routing.
- MultiplayerSpawner — Spawn/despawn replication so late joiners share the same networked scene graph.
- MultiplayerSynchronizer — Property replication, on-change deltas, and visibility filters that replace ad-hoc position RPCs.
- Node —
set_multiplayer_authority/is_multiplayer_authorityownership rules for input vs shared state. - PacketPeerUDP — Raw UDP send/receive for LAN discovery broadcasts outside the high-level multiplayer peer.
- WebRTC — Browser-friendly P2P path when ENet UDP cannot punch through firewalls alone.
- Command line tutorial —
--headlessand CLI flags for dedicated-server launches and multi-instance tests.
Related Skills
Prerequisites
- godot-project-foundations — Project layout, Autoloads, and export/feature flags that host/join and dedicated-server builds depend on.
- godot-gdscript-mastery — Typed
@rpcannotations, Callables, and PackedByteArray patterns used by secure RPCs and bit-packers. - godot-input-handling — Split InputMap reads from simulation so clients send intents and the authority owns outcomes.
Complements
- godot-adapt-single-to-multiplayer — Migration shape (authority split, prediction shells) before applying this skill’s lobby/RPC/ENet toolkit.
- godot-autoload-architecture — Session/lobby Autoloads that outlive scene changes during host/join and reconnect flows.
- godot-signal-architecture — Local peer-connected / lobby events that stay decoupled from transport RPCs.
- godot-server-architecture — Headless host scaffolding and PhysicsServer/RID patterns used by authoritative simulation.
- godot-export-builds — Dedicated-server export presets and CLI packaging for real multi-instance tests.
- godot-debugging-profiling — RTT/jitter overlays and remote debug habits that catch sync bugs localhost never shows.
- godot-save-load-systems — Persist UserIDs, lobby prefs, and reconnect tokens without treating PeerIDs as durable identity.
Downstream / consumers
- godot-performance-optimization — Cap replication Hz and interest culling when bandwidth/CPU budgets break under peer load.
- godot-monte-carlo-balancer — Retune economy/TTK after netcode changes alter effective weapon timings or ability windows.
- godot-genre-battle-royale — Large-peer interest management and late-join snapshots at BR scale.
- godot-genre-moba — Fixed-tick authority, ability RPCs, and spectator-safe state sync for multiplayer arenas.
Master
- godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting networking concern.
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它属于哪个仓库
skills/godot-multiplayer-networking/SKILL.md