yojimbo
Cap'n Proto
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yojimbo | Cap'n Proto | |
---|---|---|
5 | 66 | |
2,382 | 11,180 | |
1.3% | 1.6% | |
8.8 | 9.2 | |
28 days ago | 3 days ago | |
C | C++ | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
yojimbo
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Multiplayer Networking Solutions
yojimbo/ netcode/ reliable, all developped by Glenn Fidler, author of GafferOnGames
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"Move all" feature added in inventory. In your face little fudsters. Gaming revolution incoming!
They really just didn't know how to go about building a complex online game or what that entails. At one point they were trying to donate to open source networking projects that were still in development and not production-ready in hopes they'd help them make their game, you'll see them listed as sponsors of yojimbo for example. It was bizarre to watch.
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Handling acks during 1+ second packet loss with Glenn Fiedler's Reliable UDP Solution
I can't remember exactly how best to handle this (Glenn's yojimbo project is probably your best bet for a concrete implementation), but here's an idea: buffer and ACK some packets (e.g. up to N packets following your missing packet) and discard everything else (without ACK) until the missing one shows up. The protocol will then continuously try to send your missing packet, in addition to the packets you've intentionally not ACK'd. Once the missing packet shows up you can process it and any buffered packets up to your next missing packet and repeat.
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I need a good and simple networking library for C++
You may want to take a look at yojimbo , looks like it will fit your requirements pretty well.
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Programming question : Which techniques are used to achieve real-time between players in online openworlds ? (think wow, ff14, teso)
And has his own C++ library for transmitting messages over UDP protocol https://github.com/networkprotocol/yojimbo
Cap'n Proto
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Mysterious Moving Pointers
Yeah I pretty much only use my own alternate container implementations (from KJ[0]), which avoid these footguns, but the result is everyone complains our project is written in Kenton-Language rather than C++ and there's no Stack Overflow for it and we can't hire engineers who know how to write it... oops.
[0] https://github.com/capnproto/capnproto/blob/v2/kjdoc/tour.md
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Show HN: Comprehensive inter-process communication (IPC) toolkit in modern C++
- may massively reduce the latency involved.
Those sharing Cap'n Proto-encoded data may have particular interest. Cap'n Proto (https://capnproto.org) is fantastic at its core task - in-place serialization with zero-copy - and we wanted to make the IPC (inter-process communication) involving capnp-serialized messages be zero-copy, end-to-end.
That said, we paid equal attention to other varieties of payload; it's not limited to capnp-encoded messages. For example there is painless (<-- I hope!) zero-copy transmission of arbitrary combinations of STL-compliant native C++ data structures.
To help determine whether Flow-IPC is relevant to you we wrote an intro blog post. It works through an example, summarizes the available features, and has some performance results. https://www.linode.com/blog/open-source/flow-ipc-introductio...
Of course there's nothing wrong with going straight to the GitHub link and getting into the README and docs.
Currently Flow-IPC is for Linux. (macOS/ARM64 and Windows support could follow soon, depending on demand/contributions.)
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Condvars and atomics do not mix
FWIW, my C++ toolkit library, KJ, does the same thing.[0]
But presumably you could still write a condition predicate which looks at things which aren't actually part of the mutex-wrapped structure? Or does is the Rust type system able to enforce that the callback can only consider the mutex-wrapped value and values that are constant over the lifetime of the wait? (You need the latter e.g. if you are waiting for the mutex-wrapped value to compare equal to some local variable...)
[0] https://github.com/capnproto/capnproto/blob/e6ad6f919aeb381b...
- Cap'n'Proto: infinitely faster than Protobuf
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I don’t understand zero copy
The second one is to encode data in such a way that you can read it and operate on it directly from the buffer. You write data in a layout that is the same, or easily transformed as types in memory. To do that you usually need to encode with a known schema, only Sized types to efficiently compute fields locations as offsets in the buffer, and you usually represent pointers as offset into the encode. You can look at capnproto protocol for instance https://capnproto.org/
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OpenTF Renames Itself to OpenTofu
Worked well for Cap'n Proto (the cerealization protocol)! https://capnproto.org/
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A Critique of the Cap'n Proto Schema Language
With all due respect, you read completely wrong.
* The very first use case for which Cap'n Proto was designed was to be the protocol that Sandstorm.io used to talk between sandbox and supervisor -- an explicitly adversarial security scenario.
* The documentation explicitly calls out how implementations should manage resource exhaustion problems like deep recursion depth (stack overflow risk).
* The implementation has been fuzz-tested multiple ways, including as part of Google's oss-fuzz.
* When there are security bugs, I issue advisories like this:
https://github.com/capnproto/capnproto/tree/v2/security-advi...
* The primary aim of the entire project is to be a Capability-Based Security RPC protocol.
- Cap'n Proto: serialization/RPC system – core tools and C++ library
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Sandstorm: Open-source platform for self-hosting web app
I like how they use capability-based security [0] and use Cap'n Proto protocol. This is another technology that is slow to get broad adoption, but has many things going for when compared to e.g. Protocol Buffers (Cap'n Proto is created by the primary author of Protobuf v2, Kenton Varda).
[0] https://sandstorm.io/how-it-works#capabilities
[1] https://capnproto.org
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Flatty - flat message buffers with direct mapping to Rust types without packing/unpacking
Related but not Rust-specific: FlatBuffers, Cap'n Proto.
What are some alternatives?
netcode.io - A protocol for secure client/server connections over UDP
gRPC - The C based gRPC (C++, Python, Ruby, Objective-C, PHP, C#)
ENet-CSharp - Reliable UDP networking library
Protobuf - Protocol Buffers - Google's data interchange format
KCP - :zap: KCP - A Fast and Reliable ARQ Protocol
FlatBuffers - FlatBuffers: Memory Efficient Serialization Library
lsquic - LiteSpeed QUIC and HTTP/3 Library
ZeroMQ - ZeroMQ core engine in C++, implements ZMTP/3.1
SDLPoP - An open-source port of Prince of Persia, based on the disassembly of the DOS version.
Apache Thrift - Apache Thrift
bitproto - The bit level data interchange format for serializing data structures (long term maintenance).
MessagePack - MessagePack serializer implementation for Java / msgpack.org[Java]