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Testing a Robust Netcode with Godot


A playground simulator

And of course, it goes without saying that reliable mode is used for everything that requires a guarantee of reception: opening communication between server and client, sending signals such as game start, stop, score, etc. We already have a good basis for testing with tc, but we can do better (or worse, depending on your point of view): in practice, the quality of a connection between two computers can vary over time (a network that becomes congested, someone playing on a phone in transit, etc.). But with a few tc commands, you can already simulate a real, imperfect network, and thus debug and fix a lot of things without leaving the comfort of your single workstation (well, provided you have enough RAM to run several instances of the game).

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