| name | game-multiplayer-design |
| description | Design, implement, debug, and review multiplayer game systems. Use when Codex is asked about client/server architecture, authoritative servers, listen servers, dedicated servers, peer-to-peer, replication, prediction, interpolation, rollback, lag compensation, matchmaking, lobbies, sessions, state synchronization, netcode, anti-cheat risk, network testing, Unity Netcode, Unreal networking, Godot multiplayer, or custom multiplayer backends. |
Game Multiplayer Design
Core Workflow
- Identify the game mode, player count, genre, platform, latency tolerance, cheat risk, session length, persistence needs, and hosting model.
- Choose topology deliberately: dedicated server, listen server, relay-assisted peer-to-peer, distributed authority, or turn-based/asynchronous backend.
- Define authority before implementation. State which machine owns simulation, movement, inventory, combat, RNG, spawning, scoring, economy, and match results.
- Design data flow as messages and replicated state, not as local single-player code with networking added later.
- Separate input, prediction, server validation, reconciliation, interpolation, presentation, persistence, and matchmaking concerns.
- Test with real network conditions: latency, jitter, packet loss, disconnects, reconnects, host migration if applicable, low frame rate, and platform suspend/resume.
Architecture Priorities
- Server authority: prefer server-owned game state for competitive, economy-sensitive, or cheat-prone systems.
- Client responsiveness: use client-side prediction, local input echo, interpolation, animation smoothing, and rollback where appropriate.
- Replication scope: send only relevant state at the right frequency; avoid broadcasting private, unnecessary, or high-rate data.
- Determinism: use deterministic simulation only when the project can enforce it; otherwise design explicit reconciliation and correction paths.
- Ownership: distinguish authority, ownership, visibility, and permission. Owning a player object does not automatically mean trusting the client.
- Persistence: keep durable progress, purchases, inventory, ranked results, and social state on trusted services.
- Security: validate all client requests, rate-limit network actions, and treat clients as potentially modified.
- Observability: add logs, network stats, replay traces, packet captures, and debug overlays where they reduce multiplayer guesswork.
Topology Guidance
- Dedicated server: use for competitive games, public matchmaking, ranked play, economy-sensitive state, and stronger anti-cheat posture.
- Listen server: use for small co-op or private sessions when host advantage, migration, and disconnect tradeoffs are acceptable.
- Peer-to-peer or distributed authority: use only when trust requirements are low, cost/latency constraints justify it, and ownership boundaries are explicit.
- Turn-based/asynchronous: use a backend command log or authoritative service rather than real-time replication when the design allows it.
Freshness Rule
Verify current networking docs before giving version-sensitive advice about Unity Netcode, Unreal networking, Godot multiplayer, Steam/EOS/console services, relay/lobby/matchmaking products, platform certification, or transport/security behavior.
Engine Mapping
- Unreal: map rules to GameMode/server authority, PlayerState/GameState, replicated actors/properties, RPC direction, relevancy, prediction, and network emulation.
- Unity: map rules to Netcode authority/ownership, NetworkObjects, RPCs, NetworkVariables, Relay/Lobby/Matchmaker, Multiplayer Play Mode, and transport settings.
- Godot: map rules to multiplayer authority, RPC modes, scene replication, synchronization config, ENet/WebRTC/transport choices, and host/client scene ownership.
- Custom backend: define protocol, tick/update cadence, serialization, interest management, connection lifecycle, authentication, persistence, and deployment model.
Deliverable Shape
For multiplayer work, provide:
- Mode, topology, player count, and trust assumptions
- Authority map by system
- Replicated state, RPC/message, and interest-management plan
- Prediction, interpolation, reconciliation, or rollback approach
- Matchmaking/lobby/session lifecycle if relevant
- Security, abuse, and persistence risks
- Network test plan with latency, jitter, packet loss, reconnect, and disconnect cases
References
- Read
references/multiplayer-architecture-checklist.md when planning or reviewing multiplayer systems.