## # Tron example ## ## In this tutorial, we will create a video game based on libp2p, using ## all of the features we talked about in the last tutorials. ## ## We will: ## - Discover peers using the Discovery Manager ## - Use GossipSub to find a play mate ## - Create a custom protocol to play with him ## ## While this may look like a daunting project, it's less than 150 lines of code. ## ## The game will be a simple Tron. We will use [nico](https://github.com/ftsf/nico) ## as a game engine. (you need to run `nimble install nico` to have it available) ## ## ![multiplay](https://user-images.githubusercontent.com/13471753/198852714-b55048e3-f233-4723-900d-2193ad259fe1.gif) ## ## We will start by importing our dependencies and creating our types import os import nico, chronos, stew/byteutils, stew/endians2 import libp2p import libp2p/protocols/rendezvous import libp2p/discovery/rendezvousinterface import libp2p/discovery/discoverymngr const directions = @[(K_UP, 0, -1), (K_LEFT, -1, 0), (K_DOWN, 0, 1), (K_RIGHT, 1, 0)] mapSize = 32 tickPeriod = 0.2 type Player = ref object x, y: int currentDir, nextDir: int lost: bool color: int Game = ref object gameMap: array[mapSize * mapSize, int] tickTime: float localPlayer, remotePlayer: Player peerFound: Future[Connection] hasCandidate: bool tickFinished: Future[int] GameProto = ref object of LPProtocol proc new(_: type[Game]): Game = # Default state of a game result = Game( tickTime: -3.0, # 3 seconds of "warm-up" time localPlayer: Player(x: 4, y: 16, currentDir: 3, nextDir: 3, color: 8), remotePlayer: Player(x: 27, y: 16, currentDir: 1, nextDir: 1, color: 12), peerFound: newFuture[Connection]() ) for pos in 0 .. result.gameMap.high: if pos mod mapSize in [0, mapSize - 1] or pos div mapSize in [0, mapSize - 1]: result.gameMap[pos] = 7 ## ## Game Logic ## The networking during the game will work like this: ## ## * Each player will have `tickPeriod` (0.1) seconds to choose ## a direction that he wants to go to (default to current direction) ## * After `tickPeriod`, we will send our choosen direction to the peer, ## and wait for his direction ## * Once we have both direction, we will "tick" the game, and restart the ## loop, as long as both player are alive. ## ## This is a very simplistic scheme, but creating proper networking for ## video games is an [art](https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization) ## ## The main drawback of this scheme is that the more ping you have with ## the peer, the slower the game will run. Or invertedly, the less ping you ## have, the faster it runs! proc update(g: Game, dt: float32) = # Will be called at each frame of the game. # # Because both Nico and Chronos have a main loop, # they must share the control of the main thread. # This is a hacky way to make this happen waitFor(sleepAsync(1.milliseconds)) # Don't do anything if we are still waiting for an opponent if not(g.peerFound.finished()) or isNil(g.tickFinished): return g.tickTime += dt # Update the wanted direction, making sure we can't go backward for i in 0 .. directions.high: if i != (g.localPlayer.currentDir + 2 mod 4) and keyp(directions[i][0]): g.localPlayer.nextDir = i if g.tickTime > tickPeriod and not g.tickFinished.finished(): # We choosen our next direction, let the networking know g.localPlayer.currentDir = g.localPlayer.nextDir g.tickFinished.complete(g.localPlayer.currentDir) proc tick(g: Game, p: Player) = # Move player and check if he lost p.x += directions[p.currentDir][1] p.y += directions[p.currentDir][2] if g.gameMap[p.y * mapSize + p.x] != 0: p.lost = true g.gameMap[p.y * mapSize + p.x] = p.color proc mainLoop(g: Game, peer: Connection) {.async.} = while not (g.localPlayer.lost or g.remotePlayer.lost): if g.tickTime > 0.0: g.tickTime = 0 g.tickFinished = newFuture[int]() # Wait for a choosen direction let dir = await g.tickFinished # Send it await peer.writeLp(toBytes(uint32(dir))) # Get the one from the peer g.remotePlayer.currentDir = int uint32.fromBytes(await peer.readLp(8)) # Tick the players & restart g.tick(g.remotePlayer) g.tick(g.localPlayer) ## We'll draw the map & put some texts when necessary: proc draw(g: Game) = for pos, color in g.gameMap: setColor(color) boxFill(pos mod 32 * 4, pos div 32 * 4, 4, 4) let text = if not(g.peerFound.finished()): "Matchmaking.." elif g.tickTime < -1.5: "Welcome to Etron" elif g.tickTime < 0.0: "- " & $(int(abs(g.tickTime) / 0.5) + 1) & " -" elif g.remotePlayer.lost and g.localPlayer.lost: "DEUCE" elif g.localPlayer.lost: "YOU LOOSE" elif g.remotePlayer.lost: "YOU WON" else: "" printc(text, screenWidth div 2, screenHeight div 2) ## ## Matchmaking ## To find an opponent, we will broadcast our address on a ## GossipSub topic, and wait for someone to connect to us. ## We will also listen to that topic, and connect to anyone ## broadcasting his address. ## ## If we are looking for a game, we'll send `ok` to let the ## peer know that we are available, check that he is also available, ## and launch the game. proc new(T: typedesc[GameProto], g: Game): T = proc handle(conn: Connection, proto: string) {.async, gcsafe.} = defer: await conn.closeWithEof() if g.peerFound.finished or g.hasCandidate: await conn.close() return g.hasCandidate = true await conn.writeLp("ok") if "ok" != string.fromBytes(await conn.readLp(1024)): g.hasCandidate = false return g.peerFound.complete(conn) # The handler of a protocol must wait for the stream to # be finished before returning await conn.join() return T(codecs: @["/tron/1.0.0"], handler: handle) proc networking(g: Game) {.async.} = # Create our switch, similar to the GossipSub example and # the Discovery examples combined let rdv = RendezVous.new() switch = SwitchBuilder.new() .withRng(newRng()) .withAddresses(@[ MultiAddress.init("/ip4/0.0.0.0/tcp/0").tryGet() ]) .withTcpTransport() .withYamux() .withNoise() .withRendezVous(rdv) .build() dm = DiscoveryManager() gameProto = GameProto.new(g) gossip = GossipSub.init( switch = switch, triggerSelf = false) dm.add(RendezVousInterface.new(rdv)) switch.mount(gossip) switch.mount(gameProto) gossip.subscribe( "/tron/matchmaking", proc (topic: string, data: seq[byte]) {.async.} = # If we are still looking for an opponent, # try to match anyone broadcasting it's address if g.peerFound.finished or g.hasCandidate: return g.hasCandidate = true try: let (peerId, multiAddress) = parseFullAddress(data).tryGet() stream = await switch.dial(peerId, @[multiAddress], gameProto.codec) await stream.writeLp("ok") if (await stream.readLp(10)) != "ok".toBytes: g.hasCandidate = false return g.peerFound.complete(stream) # We are "player 2" swap(g.localPlayer, g.remotePlayer) except CatchableError as exc: discard ) await switch.start() defer: await switch.stop() # As explained in the last tutorial, we need a bootnode to be able # to find peers. We could use any libp2p running rendezvous (or any # node running tron). We will take it's MultiAddress from the command # line parameters if paramCount() > 0: let (peerId, multiAddress) = paramStr(1).parseFullAddress().tryGet() await switch.connect(peerId, @[multiAddress]) else: echo "No bootnode provided, listening on: ", switch.peerInfo.fullAddrs.tryGet() # Discover peers from the bootnode, and connect to them dm.advertise(RdvNamespace("tron")) let discoveryQuery = dm.request(RdvNamespace("tron")) discoveryQuery.forEach: try: await switch.connect(peer[PeerId], peer.getAll(MultiAddress)) except CatchableError as exc: echo "Failed to dial a peer: ", exc.msg # We will try to publish our address multiple times, in case # it takes time to establish connections with other GossipSub peers var published = false while not published: await sleepAsync(500.milliseconds) for fullAddr in switch.peerInfo.fullAddrs.tryGet(): if (await gossip.publish("/tron/matchmaking", fullAddr.bytes)) == 0: published = false break published = true discoveryQuery.stop() # We now wait for someone to connect to us (or for us to connect to someone) let peerConn = await g.peerFound defer: await peerConn.closeWithEof() await g.mainLoop(peerConn) let game = Game.new() netFut = networking(game) nico.init("Status", "Tron") nico.createWindow("Tron", mapSize * 4, mapSize * 4, 4, false) nico.run(proc = discard, proc(dt: float32) = game.update(dt), proc = game.draw()) waitFor(netFut.cancelAndWait()) ## And that's it! If you want to run this code locally, the simplest way is to use the ## first node as a boot node for the second one. But you can also use any rendezvous node