Overview: This feature allows the game executable to run a full multiplayer simulation locally (Loopback Mode) without requiring an internet connection or a separate server executable. It dynamically swaps the networking backend at runtime based on user selection.
void ReceivePackets() override { // Process "incoming" packets, checking if simulated latency has passed auto now = GetCurrentTime(); while (!m_IncomingQueue.Empty()) { auto& pkt = m_IncomingQueue.Front(); if (now - pkt.timestamp >= m_SimulatedLatencyMs) { g_GameLogic->HandlePacket(pkt); // Deliver to game m_IncomingQueue.Pop(); } } } }; fgoptionalmultiplayerbuildbin
This is critical for an "optional multiplayer" build because it allows developers to test multiplayer logic, physics synchronization, and game balance in a controlled single-player environment, and allows players to practice multiplayer modes offline. 1. Component: INetworkProvider Interface Define an abstract interface to decouple the game logic from the transport layer. Overview: This feature allows the game executable to