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broadly speaking, two types of multiplayer games exist: |
high tick rate. |
these games need to synchronize game states many times per second |
with low latency. |
these would include action games, sports games, fighting games. |
low tick rate. |
these games only need to synchronize game states occasionally |
with latency having less impact. |
these would include card games, strategy games, puzzle games. |
this resembles the differentiation between real-time versus turn-based |
games, though the analogy falls short. |
for example, real-time strategy games run—as the name suggests—in |
real-time, but that doesn’t correlate to a high tick rate. |
these games can simulate much of what happens |
in between player interactions on local machines. |
therefore, they don’t need to synchronize game states that often. |
if you can choose low tick rates as a developer, you should. |
low tick lowers latency requirements and server costs. |
sometimes, a game requires high tick rates of synchronization. |
for those cases, solutions such as firestore don’t make a good fit. |
pick a dedicated multiplayer server solution such as nakama. |
nakama has a dart package. |
if you expect that your game requires a low tick rate of synchronization, |
continue reading. |
this recipe demonstrates how to use the |
cloud_firestore package |
to implement multiplayer capabilities in your game. |
this recipe doesn’t require a server. |
it uses two or more clients sharing game state using cloud firestore. |
<topic_end> |
<topic_start> |
1. prepare your game for multiplayer |
write your game code to allow changing the game state |
in response to both local events and remote events. |
a local event could be a player action or some game logic. |
a remote event could be a world update coming from the server. |
to simplify this cookbook recipe, start with |
the card template that you’ll find |
in the flutter/games repository. |
run the following command to clone that repository: |
open the project in templates/card. |
info note |
you can ignore this step and follow the recipe with your own game |
project. adapt the code at appropriate places. |
<topic_end> |
<topic_start> |
2. install firestore |
cloud firestore is a horizontally scaling, |
NoSQL document database in the cloud. |
it includes built-in live synchronization. |
this is perfect for our needs. |
it keeps the game state updated in the cloud database, |
so every player sees the same state. |
if you want a quick, 15-minute primer on cloud firestore, |
check out the following video: |
to add firestore to your flutter project, |
follow the first two steps of the |
get started with cloud firestore guide: |
the desired outcomes include: |
you don’t need to write any dart code in this step. |
as soon as you understand the step of writing |
dart code in that guide, return to this recipe. |
<topic_end> |
<topic_start> |
3. initialize firestore |
open lib/main.dart and import the plugins, |
as well as the firebase_options.dart file |
that was generated by flutterfire configure in the previous step. |
<code_start> |
import 'package:cloud_firestore/cloud_firestore.dart'; |
import 'package:firebase_core/firebase_core.dart'; |
import 'firebase_options.dart'; |
<code_end> |
add the following code just above the call to runApp() |
in lib/main.dart: |
<code_start> |
WidgetsFlutterBinding.ensureInitialized(); |
await Firebase.initializeApp( |
options: DefaultFirebaseOptions.currentPlatform, |
); |
<code_end> |
this ensures that firebase is initialized on game startup. |
add the firestore instance to the app. |
that way, any widget can access this instance. |
widgets can also react to the instance missing, if needed. |
to do this with the card template, you can use |
the provider package |
(which is already installed as a dependency). |
replace the boilerplate runApp(MyApp()) with the following: |
<code_start> |
runApp( |
provider.value( |
value: FirebaseFirestore.instance, |
child: MyApp(), |
), |
); |
<code_end> |
put the provider above MyApp, not inside it. |
this enables you to test the app without firebase. |
info note |
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