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Multiplayer-2026

TODO-List

Completed:

  • Modify whole codebase to enable tracking data of MULTIPLE clients. Framework assumes there is only client and server.
  • Create generic registry for packettype-uint-netpacket dictionaries (PacketRegistry.cs)
  • Unify first and critical packets by always sending IPEndPOint. Be it server's or client's. If it's server's, the server replaces the client's ip when replicating packets to other clients.
  • Critical Packets NEVER delete. Right now they get deleted when acknowledged.
  • Encryptation and Decryptation only works for one client and one server (Multi-client enabled)
  • THERE IS NO SAVED IV'S REGISTRY (Implemented inside NetworkRandomRegistry.cs and NetworkMessageSecurity)
  • Network service reads method info on each packet received which is not ideal. Save method info then use it.)

Pending / On Hold:

  • Find a work around for i++ and index++ in checksums so that I don't call arithmetic cpu module (On hold: decided to skip the bitwise replacement for now)
  • Important packets dont delete after time (Decided they SHOULD delete after latency * n, keeping current logic intact)

Requirements

DONE:

  • Encryptation
  • Encrypted Checksums
  • Assembly separation
  • Multiple clients (Framework updated for multi-client support)
  • Checksums verification and declines

LEFT:

  • Matchmaking
  • Matchmaking ELO
  • Server Instantiation
  • Server Destruction
  • Server Re-connect
  • Matchmaker re-start
  • Cube spawning
  • Server Authoritative
  • Client Authoritative

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