Multiplayer Networking
ASE uses {{WebRTC}} DataChannel for low-latency peer-to-peer game networking. All inter-module communication flows through the {{Hub}}.
Transport Layer
The transport layer uses two DataChannel modes:
Unreliable Channel
- Player input (movement, actions)
- High-frequency position updates
- Acceptable packet loss
Reliable Channel
- Chat messages
- Inventory changes
- World mutations (terraforming)
Hub-Based Replication
All state replication flows through the Hub broadcast system. Modules never communicate directly with the network layer.
graph LR
A[Module System] -->|hub::set| B[Hub Store]
B -->|HubNetBctReqSystem| C[Network Buffer]
C -->|HubNetBctSndSystem| D[WebRTC DataChannel]
D -->|Client| E[Remote Hub Store]
::badge{text="v00.16.32" color="cyan"} ::badge{text="Alpha" color="orange"}