network-server and network-client. Together they provide a small, pragmatic networking layer used by the example pong-network game. The same apps can also run without a game server, hosted by one of the players.
Goals
- Keep the protocol minimal and predictable for multiplayer games.
- Let each packet pick its delivery guarantees through four channels: reliable or unreliable, ordered or unordered.
- Use well-understood transports: TCP for the reliable channels and UDP (WebRTC) for low-latency, best-effort ones.