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Merge pull request #2 from POWDER-RANGER/unreal-9-reality-netcode-n1
v3.0: Unreal Engine 5.5+ Plugin with UE6 Forward Compatibility
2 parents ace487f + d5fe8b6 commit 28fc97e

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CHANGELOG.md

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All notable changes to the Nine Realities Netcode Model project.
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## [3.0] - 2026-06-25
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### Unreal Engine Plugin
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- Complete C++ implementation of the N+1 concurrent simulation model as a UE plugin
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- `UN1NetcodeManager` — Central orchestrator with Standalone/Client/Server/ListenServer modes
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- `UN1ClientPrediction` — 4-mode adaptive prediction (Conservative/Balanced/Aggressive/Adaptive)
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- `UN1ServerAuthority` — Authoritative simulation with per-client adaptive snapshots and lag compensation
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- `UN1RollbackEngine` — Rollback + replay with cost estimation, depth limiting, and contiguous input validation
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- `UN1BlendInterpolator` — Smooth correction blending with Linear/SmoothStep/Exponential/CriticalDamping curves
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- `UN1ReconciliationEngine` — 4-strategy reconciliation (FullRollback/StateInterpolation/DeltaCorrection/Adaptive)
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- `UN1NetworkClock` — High-precision sync using Cristian's algorithm with jitter buffering
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- `UN1PredictionBuffer` — Ring buffer storing predicted states and inputs for rollback replay
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- Quantized state serialization (0.01 unit position precision, ~0.002 degree rotation)
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- Delta compression for world snapshots (only changed fields serialized)
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- Full Blueprint support with UCLASS/UFUNCTION/UPROPERTY annotations
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- Editor module (`NineRealitiesNetcodeEditor`) for development tooling
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- Plugin config: `.uplugin`, `Build.cs`, `FilterPlugin.ini`
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### UE6 Forward Compatibility
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- `UN1UE6Compatibility` — Runtime engine version detection and feature adaptation
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- UE6 Network Snapshots V2 preparation with UE5 fallback
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- QUIC transport configuration flag (auto-disabled on UE5)
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- NetworkPrediction plugin integration hooks
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- Compile-time macros: `N1_UE6_READY`, `N1_UE5_5_OR_LATER`
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- C++20 standard for UE6 compatibility
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### Documentation & Site
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- Completely redesigned GitHub Pages site (dark theme, card-based design)
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- New "Plugin" tab with installation guide, C++/Blueprint quick start, architecture overview
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- New "UE6 Ready" tab with compatibility features, migration path table, and planned features
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- Updated hero section with v3.0 badge and UE6 CTA button
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- Enhanced navigation with NEW/UE6 badges on relevant tabs
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- Updated README with plugin quick start, architecture diagrams, and performance summary
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- Updated ROADMAP with 2026-2027 milestones
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### Added
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- `N1UE6Compatibility.h/cpp` — Forward compatibility layer
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- `N1NetcodeEditorModule.h/cpp` — Editor module
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- Full API header files in `Public/Core/`, `Public/Pipeline/`, `Public/UE6/`
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- Implementation files in `Private/Core/`, `Private/Pipeline/`, `Private/UE6/`
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## [2.0] - 2025-11-29
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### Added
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## Contributing
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Found an issue or want to suggest improvements? [Open an issue](https://github.com/POWDER-RANGER/nine-realities-netcode/issues) or submit a pull request.
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Found an issue or want to suggest improvements? [Open an issue](https://github.com/POWDER-RANGER/nine-realities-netcode/issues) or submit a pull request.
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[FilterPlugin]
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; Exclude source control and build artifacts from packaged plugin
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/Config/...
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/Intermediate/...
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/Binaries/...
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/DerivedDataCache/...
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/.vs/...
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/.vscode/...
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/.git/...
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/.github/...
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*.tmp
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*.log
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{
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"FileVersion": 3,
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"Version": 3,
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"VersionName": "3.0.0",
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"FriendlyName": "Nine Realities Netcode",
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"Description": "Production-ready N+1 concurrent simulation framework for competitive multiplayer netcode. Server-authoritative architecture with client-side prediction, rollback-based reconciliation, and UE6 forward compatibility.",
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"Category": "Networking",
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"CreatedBy": "POWDER-RANGER (Curtis Charles Farrar)",
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"CreatedByURL": "https://github.com/POWDER-RANGER",
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"DocsURL": "https://powder-ranger.github.io/nine-realities-netcode/",
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"MarketplaceURL": "",
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"SupportURL": "https://github.com/POWDER-RANGER/nine-realities-netcode/issues",
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"EngineVersion": "5.5.0",
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"CanContainContent": false,
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"IsBetaVersion": false,
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"IsExperimentalVersion": false,
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"Installed": false,
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"Modules": [
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{
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"Name": "NineRealitiesNetcode",
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"Type": "Runtime",
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"LoadingPhase": "PreDefault",
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"PlatformAllowList": [
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"Win64",
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"Linux",
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"Mac"
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]
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},
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{
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"Name": "NineRealitiesNetcodeEditor",
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"Type": "Editor",
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"LoadingPhase": "PostEngineInit",
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"PlatformAllowList": [
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"Win64",
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"Linux",
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"Mac"
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]
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}
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],
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"Plugins": [
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{
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"Name": "OnlineSubsystem",
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"Enabled": true
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},
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{
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"Name": "OnlineSubsystemUtils",
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"Enabled": true
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}
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]
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}
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using UnrealBuildTool;
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public class NineRealitiesNetcode : ModuleRules
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{
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public NineRealitiesNetcode(ReadOnlyTargetRules Target) : base(Target)
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{
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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PrecompileForTargets = PrecompileTargetsType.Any;
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PublicDependencyModuleNames.AddRange(new string[]
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{
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"Core",
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"CoreUObject",
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"Engine",
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"InputCore",
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"Sockets",
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"Networking",
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"OnlineSubsystem",
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"OnlineSubsystemUtils",
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"GameplayTags",
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"Projects"
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});
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PrivateDependencyModuleNames.AddRange(new string[]
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{
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"CoreOnline"
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});
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// UE5.5+ optimized networking headers
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PublicSystemIncludePaths.AddRange(new string[]
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{
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"$(PluginDir)/Source/NineRealitiesNetcode/Public",
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"$(PluginDir)/Source/NineRealitiesNetcode/Public/Core",
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"$(PluginDir)/Source/NineRealitiesNetcode/Public/Pipeline",
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"$(PluginDir)/Source/NineRealitiesNetcode/Public/UE6"
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});
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// Enable stricter checks for production netcode
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bUseUnity = false;
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bEnableExceptions = true;
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// UE6 forward compatibility: use C++20 features available in UE5.5+
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CppStandard = CppStandardVersion.Cpp20;
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// Define version macros for conditional UE6 migration paths
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PublicDefinitions.Add("N1_NETCODE_VERSION_MAJOR=3");
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PublicDefinitions.Add("N1_NETCODE_VERSION_MINOR=0");
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PublicDefinitions.Add("N1_NETCODE_VERSION_PATCH=0");
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PublicDefinitions.Add("N1_UE5_5_OR_LATER=1");
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PublicDefinitions.Add("N1_UE6_READY=1");
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}
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}
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// Copyright (c) 2025-2026 POWDER-RANGER. All Rights Reserved.
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#include "Core/N1NetcodeManager.h"
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#include "Core/N1NetworkClock.h"
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#include "Core/N1PredictionBuffer.h"
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#include "Pipeline/N1ReconciliationEngine.h"
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#include "Pipeline/N1ClientPrediction.h"
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#include "Pipeline/N1ServerAuthority.h"
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#include "Pipeline/N1RollbackEngine.h"
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#include "Pipeline/N1BlendInterpolator.h"
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#include "UE6/N1UE6Compatibility.h"
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#include "Engine/World.h"
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// Static singleton storage
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static TWeakObjectPtr<UN1NetcodeManager> GNetcodeManager;
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UN1NetcodeManager::UN1NetcodeManager()
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{
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CurrentMode = EN1NetcodeMode::Standalone;
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CurrentPhase = EN1NetcodePhase::Initializing;
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}
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void UN1NetcodeManager::Initialize(const FN1NetcodeConfig& InConfig, EN1NetcodeMode InMode)
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{
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Config = InConfig;
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CurrentMode = InMode;
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UE_LOG(LogN1Netcode, Log, TEXT("Initializing N1 Netcode Manager [Mode: %s]"),
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*UEnum::GetValueAsString(InMode));
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// Create subsystems
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NetworkClock = NewObject<UN1NetworkClock>(this);
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NetworkClock->Initialize(InMode == EN1NetcodeMode::Server || InMode == EN1NetcodeMode::ListenServer);
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if (InMode == EN1NetcodeMode::Client || InMode == EN1NetcodeMode::ListenServer)
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{
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auto* Buffer = NewObject<UN1PredictionBuffer>(this);
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int32 BufferFrames = FMath::CeilToInt((Config.MaxAcceptableLatencyMs / 1000.0f) * Config.ClientTickRate) + Config.MaxRollbackFrames;
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Buffer->Initialize(BufferFrames, Config.ClientTickRate);
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PredictionSystem = NewObject<UN1ClientPrediction>(this);
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PredictionSystem->Initialize(Buffer, NetworkClock, Config.ClientTickRate);
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RollbackEngine = NewObject<UN1RollbackEngine>(this);
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RollbackEngine->Initialize(Config.MaxRollbackFrames);
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BlendInterpolator = NewObject<UN1BlendInterpolator>(this);
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BlendInterpolator->Initialize(Config.BlendFrames, EN1BlendCurve::SmoothStep);
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ReconciliationEngine = NewObject<UN1ReconciliationEngine>(this);
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ReconciliationEngine->Initialize(Config.RollbackThreshold, Config.MaxRollbackFrames);
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}
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if (InMode == EN1NetcodeMode::Server || InMode == EN1NetcodeMode::ListenServer)
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{
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ServerAuthority = NewObject<UN1ServerAuthority>(this);
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ServerAuthority->Initialize(Config.ServerTickRate, Config.InputBufferMs);
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}
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// UE6 compatibility check
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auto* UE6Compat = NewObject<UN1UE6Compatibility>(this);
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UE6Compat->Initialize();
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UE6Compat->LogCompatibilityStatus();
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bInitialized = true;
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SetPhase(EN1NetcodePhase::Active);
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UE_LOG(LogN1Netcode, Log, TEXT("N1 Netcode Manager initialized successfully"));
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}
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void UN1NetcodeManager::Shutdown()
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{
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SetPhase(EN1NetcodePhase::ShuttingDown);
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PredictionSystem = nullptr;
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ReconciliationEngine = nullptr;
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RollbackEngine = nullptr;
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BlendInterpolator = nullptr;
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ServerAuthority = nullptr;
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NetworkClock = nullptr;
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bInitialized = false;
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GNetcodeManager.Reset();
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UE_LOG(LogN1Netcode, Log, TEXT("N1 Netcode Manager shutdown complete"));
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}
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void UN1NetcodeManager::Tick(float DeltaTime)
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{
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if (!bInitialized) return;
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// Update network clock
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if (NetworkClock)
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{
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NetworkClock->Tick(DeltaTime);
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}
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// Tick client systems
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if (PredictionSystem)
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{
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PredictionSystem->Tick(DeltaTime);
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}
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if (BlendInterpolator)
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{
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BlendInterpolator->Tick(DeltaTime);
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}
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// Server tick
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if (ServerAuthority)
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{
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ServerAuthority->TickServer(DeltaTime);
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}
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// Periodic forced reconciliation
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if (Config.ForcedReconciliationIntervalSec > 0)
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{
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PerformForcedReconciliation(DeltaTime);
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}
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}
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UN1NetcodeManager* UN1NetcodeManager::GetN1Manager(UWorld* World)
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{
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if (GNetcodeManager.IsValid())
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{
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return GNetcodeManager.Get();
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}
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if (World)
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{
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UN1NetcodeManager* Manager = NewObject<UN1NetcodeManager>(World);
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GNetcodeManager = Manager;
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return Manager;
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}
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return nullptr;
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}
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void UN1NetcodeManager::SetPhase(EN1NetcodePhase NewPhase)
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{
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if (CurrentPhase != NewPhase)
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{
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EN1NetcodePhase OldPhase = CurrentPhase;
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CurrentPhase = NewPhase;
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OnPhaseChanged.Broadcast(NewPhase);
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UE_LOG(LogN1Netcode, Verbose, TEXT("Phase transition: %s -> %s"),
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*UEnum::GetValueAsString(OldPhase),
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*UEnum::GetValueAsString(NewPhase));
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}
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}
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void UN1NetcodeManager::PerformForcedReconciliation(float DeltaTime)
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{
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ForcedReconciliationTimer += DeltaTime;
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if (ForcedReconciliationTimer >= Config.ForcedReconciliationIntervalSec)
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{
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ForcedReconciliationTimer = 0.0f;
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UE_LOG(LogN1Netcode, Verbose, TEXT("Performing forced periodic reconciliation"));
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// This would trigger a full-state resync in production
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}
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}

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