4.9 KiB
name, description, metadata, user-invocable
| name | description | metadata | user-invocable | ||
|---|---|---|---|---|---|
| multiplayer-p2p | Peer-to-peer realtime multiplayer over WebRTC data channels: every user of the deployed app connects directly to every other user (full mesh), the server only brokers the handshake at /api/rtc. Lowest possible latency, zero per-message server cost. Use for 2-8 player co-op/casual realtime: shared cursors, drawing, party games, casual action. Triggers: p2p, peer to peer, webrtc, low latency multiplayer, direct connection. |
|
false |
Multiplayer (WebRTC peer-to-peer)
All visitors on the same deployed domain join one default room, opening a
native WebRTC data channel directly to every other visitor — game traffic
itself never touches a server. A tiny relay at /api/rtc handles only the
routing of the connection handshake (SDP/ICE) while peers connect. What you
use from the kit is client-side only; the relay is yours.
Latency is browser↔browser (often 5–40ms) with zero per-tick server cost.
| Piece | Path |
|---|---|
| Mesh primitive (start here) | P2PRoom from @/lib/multiplayer |
| React room binding (optional, you create) | src/lib/multiplayer/use-p2p-room.ts |
| Signaling relay (you create) | src/lib/multiplayer/signaling.server.ts |
| HTTP mount (you create) | src/routes/api/rtc.ts |
Trust model — read before choosing P2P. There is no server authority: every peer runs its own copy of the rules and can lie (position, score, anything). Peers also learn each other's IP addresses during ICE. P2P is for co-op and casual play among people who choose to play together — never for competitive ranking, cheat-sensitive, or anonymous-stranger matchmaking. Competitive or cheat-sensitive play is not supported in this template: push back in product terms rather than shipping it on P2P.
Practical limits: a full mesh is O(N²) connections — cap rooms at ~8 peers.
Roughly 10–20% of peer pairs sit behind strict NATs and cannot connect; the
kit surfaces this per peer as connectionState: "failed" — show it in the
UI rather than hanging.
Setup (once)
Create the two server files — nothing works without them:
src/lib/multiplayer/signaling.server.ts— the DB-backed signaling relay (Neon deployed, PGLite in preview).src/routes/api/rtc.ts— mounts it at/api/rtc(GET poll, POST signal/leave).
Copy both from references/signaling-relay.md, which also carries the
schema note: the relay creates its own two tables on first use
(CREATE TABLE IF NOT EXISTS), so nothing goes in migrations/ unless you
deliberately want to own the schema.
Using the primitive
P2PRoom is framework-free, and a "room" is just a rendezvous key — a lobby
code, a 1:1 call id, a shared-document id, any string (≤64 chars). Any
architecture sits on top of the same three calls:
import { P2PRoom } from "@/lib/multiplayer";
const p2p = new P2PRoom({
room: "doc-42",
selfId: myId,
name: "ani",
onPeersChanged: (peers) => render(peers),
onMessage: (from, data, channel) => apply(from, data, channel),
});
await p2p.join();
p2p.broadcast(state); // unreliable "state" channel — game-rate, stale drops
p2p.send(event, to); // reliable channel — exactly-once events (to optional)
p2p.close();
For the common "everyone on this app plays together" shape in React, copy the
useP2PRoom hook (plus a worked component: game-rate broadcast loop at ~20
sends/s, reliable one-shot events) from references/react-binding.md.
Patterns:
broadcast()= unreliable/unordered, for continuously-refreshed state (positions, cursors).send()= reliable/ordered, for events that must arrive exactly once. Never stream game-rate state onsend(); interpolate between broadcasts for smooth motion.- Late joiners know nothing: on a new peer appearing in
p2p.peers, an existing peer shouldsend()it the current shared state. Exactly one peer must answer: compare ids among the peers that were ALREADY in the room (yourselfIdplusp2p.peersminus the newcomer) and answer only if yourselfIdis the smallest — so two simultaneous joiners neither double-answer nor go unanswered. - Room ids: omit for "everyone on this app plays together"; pass
room: codefor private lobbies (generate a short code, put it in the URL). - Peers disappear without goodbye (tab close, sleep): treat a peer missing
from
p2p.peersas gone and drop its entities. - A React binding that captures
room/nameon first render (the one inreferences/react-binding.mddoes) needs a remount to change them — key the component on the room code.
Diagnostics
Each entry in p2p.peers carries connectionState, rttMs (data-channel
ping), and candidateType (host/srflx = direct). To override STUN, add
VITE_STUN_URLS (comma-separated) to .grok/app-env.json and restart the dev
server (Vite reads env at startup; HMR will not pick it up) — never write a
.env in this sandbox.