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OpenRA network traffic analysis/behavior

Posted: Thu Dec 14, 2023 6:41 am
by jblack
Hello! I am writing a small paper on network traffic generated from multiplayer video games. OpenRA is one of the candidate game I am working with. Is there any information on how the client nodes interact with the server node and vicea versa?

From initial log captures it appears to use TCP instead of UDP ala Choc Doom and 0AD

Thank you for your time!

Re: OpenRA network traffic analysis/behavior

Posted: Sat Dec 16, 2023 7:39 pm
by abcdefg30
Hi. OpenRA indeed uses TCP. We don't really have any documentation on our networking model, so I fear that information can only be obtained by tracing or looking at the source code, like https://github.com/OpenRA/OpenRA/blob/b ... on.cs#L142 .

Re: OpenRA network traffic analysis/behavior

Posted: Wed Dec 20, 2023 1:34 pm
by Punsho
The game works via lockstep, where clients share their inputs and the server is just fills the role of passing orders between clients

Re: OpenRA network traffic analysis/behavior

Posted: Thu Dec 21, 2023 12:51 am
by jblack
abcdefg30 and Punsho thank you for the info! This definitely makes sense with the packet captures I am reviewing. Documentation has the OpenRA at 25 game ticks a second. I am seeing around 10 ticks a second but this could be under provisioned virtual machines I am using so the game is running akin to half speed.

Thank you again!

Re: OpenRA network traffic analysis/behavior

Posted: Thu Dec 28, 2023 2:44 pm
by abcdefg30
jblack wrote:
Thu Dec 21, 2023 12:51 am
I am seeing around 10 ticks a second
If you are observing network traffic this might be due to net ticks being only every third tick: https://github.com/OpenRA/OpenRA/blob/d ... on.cs#L221