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Massive Game Server (Project Trebuchet Core)
Welcome to the Massive Game Server project! This is a high-performance game server written in Rust, designed from the ground up to handle a massive number of concurrent players and AI-controlled entities. It utilizes WebRTC for real-time client-server communication and FlatBuffers for efficient data serialization. This server is a core component of the Trebuchet Network initiative, aimed at pushing the boundaries of large-scale multiplayer interactions.
Features
- High-Performance Core: Built in Rust for speed and safety.
- Massive Scalability Focus: Architected to support hundreds to thousands of entities.
- Real-time 2D Shooter Base: Includes fundamental gameplay logic for a 2D shooter.
- WebRTC Networking: Leverages WebRTC data channels for low-latency communication.
- Efficient Serialization: Uses FlatBuffers for compact and fast data exchange.
- AOI (Area of Interest) System: For efficient state synchronization to clients.
- Configurable Server Parameters: Tick rate, player sharding, and thread pools can be tuned for performance.
- Basic Bot System: Capable of simulating AI-controlled players for testing and gameplay.
- Static Web Client: Includes an HTML/JavaScript client (
static_client/client.html) using Pixi.js for testing and visualization.
Prerequisites
Before you begin, ensure you have the following installed:
- Rust:
rustc 1.86.0or newer. Install via rustup.rs. - Cargo:
cargo 1.86.0or newer (comes with Rust). - FlatBuffers Compiler (
flatc):flatc version 25.2.10or newer.- macOS:
brew install flatbuffers - Ubuntu/Debian:
sudo apt-get install flatbuffers-compiler - Other: Visit the FlatBuffers Website.
- macOS:
- (Optional) Node.js & npm: Required if you plan to modify client-side TypeScript and recompile.
- (Optional) TypeScript Compiler (
tsc):Version 5.8.3or newer (npm install -g typescript). Needed forscripts/generate_flatbuffers.shif you modify the schema and want to recompile the client-side TypeScript.
Getting Started
Follow these steps to get the server up and running:
-
Clone the Repository:
) # Replace with the actual URL if different, e.g., trebuchet_network -
Build the Server: The server is located in the
serversubdirectory.- Note on FlatBuffers: The
server/build.rsscript automatically usesflatcto compile the canonical FlatBuffers schema (protocol/schemas/game.fbs) into Rust code during the build process.server/schemas/game.fbsis a required mirror and must stay byte-identical.
- Note on FlatBuffers: The
-
Run the Server: After a successful build:
# Ensure you are in the server directory if you navigated awayThe server will start and log its status, typically indicating it's listening on
ws://0.0.0.0:8080/wsand serving static files fromhttp://0.0.0.0:8080/. -
Test with the Static Web Client:
- Open the
static_client/client.htmlfile (located in the root of the cloned repository, e.g.,massive_game_server/static_client/client.html) in a modern web browser. - The client should provide an interface to connect to the WebSocket URL logged by the server (default:
ws://localhost:8080/ws).
- Open the
Client-Side Schema Generation
The static web client (static_client/) uses JavaScript code generated from the FlatBuffers schema.
- The pre-generated JavaScript files are located in
static_client/generated_js/. - If you modify the FlatBuffers schema (
protocol/schemas/game.fbs), you need to regenerate these client-side files. Keepserver/schemas/game.fbsmirrored, then run:
This script usesflatcto generate TypeScript files and then (optionally, iftscis installed) compiles them to JavaScript. - Schema policy and enforcement details:
docs/flatbuffers_schema_policy.md.
Configuration
The primary server configuration can be found and modified in:
server/src/core/config.rs
Key parameters include:
tick_rate: The server's simulation frequency (e.g., 30 or 60 Hz).num_player_shards: For distributing player processing load.max_players_per_match: Maximum concurrent players/bots.ThreadPoolConfig: Defines the number of threads for various tasks (physics, networking, AI, etc.).target_bot_count: Default number of bots to spawn.
These are set to default values optimized for a 12-core development machine but should be tuned for your specific hardware and load requirements.
Single-Machine Performance Profile
For high-density runs on one host, enable:
MGS_SINGLE_MACHINE_OPT=1: Enables tighter join/broadcast budgets for backlog control.MGS_CPU_AFFINITY=1: Pins server thread pools to CPU cores.
Linux kernel/hugepage checklist and scripts:
docs/single_machine_optimization_checklist.mdscripts/setup-system.sh --check(or--applyas root)scripts/monitor.sh <pid>
Internet/Mobile WebRTC Connectivity (ICE/TURN)
For real internet play (especially mobile networks), configure ICE/TURN explicitly:
MGS_DISABLE_STUN=1|0: Disable default STUN bootstrap when set to1.MGS_STUN_URLS: Comma-separated STUN URLs (example:stun:stun.l.google.com:19302).MGS_TURN_URLS: Comma-separated TURN URLs (example:turn:turn.example.com:3478?transport=udp,turns:turn.example.com:5349?transport=tcp).MGS_TURN_USERNAME: TURN username.MGS_TURN_CREDENTIAL: TURN credential/password.MGS_ICE_SERVERS: Extra ICE entries, semicolon-separated, with format:urls_csv|username|credential- Example:
turn:turn-a.example.com:3478?transport=udp|user|pass;turns:turn-a.example.com:5349?transport=tcp|user|pass
The client can also override ICE server URLs via URL params:
?stun=stun:...?turn=turn:...?ice=stun:...;turn:...|user|pass
For security, TURN credentials are not accepted from URL query params. Supply credentials using:
window.__MGS_TURN_CONFIG = { username: "...", credential: "..." }- Storage keys
mgs_turn_usernameandmgs_turn_credential
Auth Store Redis Cache
Phone/SMS auth profiles can be persisted in Redis (with file fallback still enabled):
MGS_REDIS_URL: Redis connection string (example:redis://127.0.0.1:6379/).MGS_REDIS_AUTH_STORE_KEY: Redis key for serialized auth store JSON (default:mgs:auth:persistent_store).
If Redis is unavailable, the server automatically falls back to local file persistence (MGS_AUTH_STORE_PATH).
LLM Arena API (New)
Arena endpoints are now available for model ladder workflows:
POST /api/arena/models/registerPOST /api/arena/models/heartbeatPOST /api/arena/models/upload_wasmGET /api/arena/modelsPOST /api/arena/matches/queuePOST /api/arena/matches/queue_round_robinPOST /api/arena/matches/claim_nextPOST /api/arena/matches/execute_nextGET /api/arena/matches/pendingPOST /api/arena/matches/reportGET /api/arena/leaderboardGET /api/arena/overviewGET /api/arena/worker/statsPOST /api/arena/code/validatePOST /api/arena/code/generatePOST /api/arena/code/generate_and_compile
Storage:
MGS_ARENA_STORE_PATH: JSON persistence path (default:data/arena_store.json).MGS_ARENA_WASM_DIR: directory for per-model wasm files (<model_id>.wasm, default:data/arena_bots).MGS_ARENA_BOT_FUEL_PER_TICK: wasm fuel budget per tick (default:1000000).MGS_ARENA_BOT_MAX_TICKS: default arena sandbox ticks forexecute_next(default:600).MGS_ARENA_WASM_MAX_BYTES: max accepted wasm upload size in bytes (default:2097152).OPENROUTER_API_KEY: optional API key used by code-generation scaffolding routes.OPENROUTER_BASE_URL: optional OpenRouter base URL override.OPENROUTER_HTTP_REFERER: optionalHTTP-Refererheader for OpenRouter requests.OPENROUTER_APP_TITLE: optionalX-Titleheader for OpenRouter requests.
Human-priority slot controls:
MGS_HUMAN_PRIORITY_ENABLED: enable immediate bot eviction for human joins when full (default:true).MGS_RESERVED_HUMAN_SLOTS: keep this many slots free from bot auto-fill (default:2).
Arena worker controls:
MGS_ARENA_WORKER_ENABLED: auto-execute queued arena matches in background loop (default:false).MGS_ARENA_WORKER_INTERVAL_MS: polling interval for worker loop (default:1000).MGS_ARENA_WORKER_MAX_TICKS: optional max ticks per worker-executed match.
Web console:
http://<host>:<port>/arena.html
Feature Flags / A-B Controls
Operational feature flag endpoints:
GET /api/ops/feature-flagsPOST /api/ops/feature-flags/setPOST /api/ops/feature-flags/evaluate
Configuration:
MGS_FEATURE_FLAGS: bootstrap flags from env (example:exp_new_ui=1,exp_tail_policy=0).MGS_FEATURE_FLAG_STORE_PATH: persistent JSON path (default:data/feature_flags.json).
Static Assets / CDN-Ready Headers
The static file route now emits long-lived immutable cache headers for JS/CSS/WASM/media assets and no-store for HTML. For CDN-specific CORS overrides:
MGS_CDN_ORIGIN: OptionalAccess-Control-Allow-Originvalue for static assets.
Client Background Tab Throttling
static_client/client.html now auto-throttles render/update cadence in hidden tabs.
You can disable it per-client with:
?tab_throttle=0
Project Structure
A brief overview of the main directories:
/server: Contains all the Rust server-side code./server/src/core: Fundamental types, constants, error handling, and configuration./server/src/entities: Logic for players, projectiles, and other game entities./server/src/systems: Core game systems like physics, AI, combat, and objectives./server/src/world: World partitioning, map generation, and spatial indexing./server/src/network: WebRTC signaling, data channel management, and network message handling./server/src/concurrent: Thread pools, concurrent data structures./server/src/operational: Monitoring, diagnostics, and tuning utilities./protocol/schemas/game.fbs: Canonical FlatBuffers schema defining the network protocol./server/schemas/game.fbs: Mirror copy used for compatibility checks./server/src/main.rs: The main entry point for the server application./server/src/lib.rs: The library crate root formassive_game_server_core.
/static_client: Contains the HTML, JavaScript, and CSS for the static web client./static_client/generated_js/: JavaScript files auto-generated fromgame.fbsbyflatc.
/scripts: Utility shell scripts for tasks like generating FlatBuffers code./config: (Currently empty) Intended for YAML configuration files for different environments./docs: (Placeholder) For additional documentation.
Contributing
Contributions are welcome! We aim to make this a community-driven effort to explore the limits of massive-scale simulations. Please look out for a CONTRIBUTING.md file for guidelines on how to contribute, report issues, and propose features.
For now, if you're participating in the Project Trebuchet competition, please follow the specific guidelines provided for that event.
License
This project is licensed under the MIT License. See the LICENSE file in the repository for full details.