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Harden multiplayer networking and adapt frame timing - #83

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ZivDero wants to merge 14 commits into
OpenTS-Developers:mainfrom
ZivDero:network-hardening
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Harden multiplayer networking and adapt frame timing#83
ZivDero wants to merge 14 commits into
OpenTS-Developers:mainfrom
ZivDero:network-hardening

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@ZivDero

@ZivDero ZivDero commented Aug 30, 2026

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Reworks thbe networking:

  1. Hardens network packet handling
    Defended against too small, too large packets, malformed packets, unknown packets.
    Also covers the entire abuse set of sending packets as another player's house, so now the only way to cheat here is to fake stuff on the actual network transport layer.

  2. Improve connection-level timing
    Partly based on Add fast retransmit of lost packets and packet redundancy CnCNet/yrpp-spawner#75
    Improves actual connection timing to better reflect connection quality on a per-connection basis to not stall everyone unnecessarily.

  3. Improve lockstep timing
    An evolution of "protocol zero", improving the selection of FrameSendRate and MaxAhead based on the connection quality.
    Includes downgrading for bad connections and limited upgrading (to prevent ping-pong when connection quality varies).

Closes #21, closes #22, closes #23, closes #24, closes #25, closes #26, closes #35

@ZivDero ZivDero changed the title Network hardening Harden multiplayer networking and adapt frame timing Aug 30, 2026
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ZivDero marked this pull request as ready for review August 30, 2026 23:25
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Development builds of 4230f5a:

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