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Godot WebRTC Match Maker | WebRTC P2P Match Maker for Godot

Godot - 4.x Rust - 1.60.0+ .NET - 9.x WebRTC License - MIT
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What is this?

This repository holds two projects which work together to enable P2P (peer-to-peer) connectivity between two or more peers utilizing WebRTC. This plugin always tries to establish a direct connection between peers (i.e. no server required to actually run the game / one peer is the host). However, this is not always possible. In such cases, a TURN server can be utilized to act as a relay between peers.

The first project is WebRTC plugin for Godot.
This plugin alone enables the usage of P2P connections between peers.
In theory, you can make your own backend (so called "Signaling Server") to share the required information between peers such as ICE Candidates and Session Descriptions.

The second project is the Match Maker Server.
It is a minimal signaling server utilizing WebSockets for communication. This server does exactly two things:

  1. Match peers together that requested to join the same room.
    Upon a room being filled up, each peer is informed about the other peers to connect to and if they are a host or not.

  2. Once a room filled and the initial information got shared across all peers, this server will act as a relay to share ICE Candidates and Session Descriptions with every peer.

This Match Maker can be used separately from Godot (i.e. any application wanting to utilize WebRTC and is in need for some simple match making can utilize this!).
However, it's main use is intended to be in Godot with the second plugin: Match Maker for Godot.

A Godot application may connect to this server utilizing WebSockets. It utilizes WebSockets for Client (Game / Godot) to Server communication. This server will be utilized for Match Making and as a peer relay.

Additionally, an example project exists with multiple demos that can be trialed and build upon.
Currently, the available demos are:

Demo Name Short Description Detailed Description
Ping-Pong The most simple demo. Sends "Pings!" and "Pongs!" back and forth and counts them. link
Chat A (very basic) chat demo. link
Multi-Channel Shows example usage of multiple channels. link
Game An actual game where sprites can move around the screen freely. link
Video Call A very simple video (and audio) calling demo to show how to enable real-time communication. link
RPC/HighLevel Showing how to initialize Godot's networking tools and RPC link

Platform support

Platform Status Comment
Windows Fully supported Should work without further setup
Linux Fully supported Should work without further setup
macOS Fully supported Should work without further setup, but may not be tested
Android ⚠️ Partially supported Works sometimes, on some platforms, but not all demos fully work. More testing is required as of now. [Tracker: #106]
iOS Unknown iOS testing requires a macOS device, Apple developer license and XCode with an iOS Simulator or actual iPhone/iPad. I have neither in my possession and don't really want to waste money. If anyone is able to test this please do and inform me about it (even if it's fully working!) [Tracker: [#107]]
Web Unsupported Godot currently doesn't export C# projects to the Web. Once this is possible, we can do further testing and possibly add support for it. [Tracker: [#108]]

Getting started

The following section will guide you through how to get started with this project. Click on any link to start the guide.

There are two components you will need to use this project:

Firstly, a Godot Project with, ideally, both plugins installed. You can either start with our included demo project, or, start with a fresh or existing project:

Secondly, you will need a signaling server, ideally, the Match Maker Server.

How does the Match Making work?

Each peer connects to the Match Maker Server which acts first as a lobby server.
Upon connecting, each peer tells the server what room they want to join on (MatchMakerRequest).
The server will look up the specified room and will inform the peer about how many peers are currently in queue for this room (MatchMakerUpdate).

Multiple peers can connect and specify different rooms or the same room.
Each time, any peer in the specified room will be updates about players joining the queue for a room (MatchMakerUpdate).

Once a room is full, each peer will receive a MatchMakerResponse package.
This packet includes:

  • The peer's own UUID
  • The host's UUID
  • Any other peer's UUID

With this information, each peer can check if they are a host or client.
The host will host the game, while each client will join the game.

Each peer now will initialize one or multiple WebRTC nodes inside Godot.
These nodes handle everything related to WebRTC and the P2P communication.

If a peer is a host, multiple such nodes will be spawned (one for each client).
If a peer is a client, a single node will be spawned (one for one host).

Once the WebRTC nodes are fully initialized, they will create a Session Description.
A Session Description is a two parted packet, including a lot of information about each peer.
This must be set locally (as "local session description") and remotely on the other peer (asa "remote session description").
To set this remotely, the Match Maker server will be utilized as a relay between peers until a connection is established.

Once both a local and remote Session Description is set, each node begins contacting a STUN or TURN server and gather ICE Candidates.
An ICE Candidate defines a possible connection to the local peer. Thus, it includes information such as an IP address, port to use and in some cases a relay (TURN server) address.
This information has to be shared with the corresponding remote peer.
To achieve this, the Match Maker server is once again used as a relay to share this information.

As soon as at least one ICE candidate is set, the nodes will begin trying to connect to each other.
There is a priority system in-place which will, if possible, always prefer a local direct connection over a relay (TURN) connection.
At this point, each peer should connect momentarily.

Here is a visual overview between two peers (one host, one client) and both a direct and a relay (TURN) connection:

Overview

Security

The following security concern is true for any P2P connections. This includes protocols like BitTorrent, but also WebRTC!

Please read the following carefully and decide if this will be an issue for you or not. Furthermore, potential solutions and workarounds are provided.

The problem

P2P connections of any kind have a big issue when it comes to privacy: To establish a direct P2P connection, each peer needs to know the others IP address (and port).
Thus, effectively leaking the peers IP address to another peer. This can enable hackers to target peers directly once they know the IP address with e.g. DDoS attacks and worse.

Inside the Match Maker, we try to anonymise this information as best as possible. Each peer gets a UUID assigned (also referred to us by Peer UUID). When a packet is send to some peer, it always is addressed to this peer UUID, not an IP address. However, WebRTC still needs to know the IP address of the peer it wants to connect to for direct connections.
Think about it: How would WebRTC connect somewhere without knowing where to connect to? That's like trying to send a letter to an unknown address.

Our plugins don't expose this information (mainly IP address) at all, but Session Descriptions and ICE Candidates cannot be changed or hidden, as they contain the technical details needed for WebRTC to establish a direct connection. Any information stripped or mangled would also make a connection impossible.

![NOTE]
Even though we don't expose this information, someone could still use either a hacked game client or simply a packet sniffer like WireShark to filter out these network packages and extract the IP addresses. That'll be more effort to get the information ofc, but if someone actually wants the information it would be easy to get.

The solution

Now, first of all we will have to decide on whether this security issue actually is an issue for us. If you only intend to have some local network multiplayer (e.g. "in-house co-op"), you likely won't have an issue with this at all. Home networks are usually pretty permissive and with minimal effort you can already figure out all IP addresses in the network. Unless you have a hacker in your basement, this won't be a problem.

Next, you could very well introduce a kind of pop-up warning in your game that warns players about potential dangers and advises them to only play with trusted people/friends. However, the current Match Maker server doesn't really allow for this as any peer will be matched, no matter if you trust them or even know the other peer.
I highly advise to not use this approach as it basically just puts blame and choice on the players of your game.

Lastly, the probably best solution: Utilize a relay!
That's exactly what a TURN server is for. It acts as a middleman, hiding the real IP addresses of peers from each other. The only issue with this is that you will have to host a TURN server yourself.
Google (as an example, used by the plugins!) has a public available STUN server collection, but no TURN servers.
We already have a guide for setting up a TURN server which has some hosting suggestions: Match Maker - Better Connectivity

Alternatively, although arguably more work, you could ship a given TURN server with your game and let users host it locally. You would have to auto-configure the TURN server properly, handle it in the background, etc. and most importantly advise the user to open a port in their router or hope on something like UPnP to be activated.
One player would host the game then, acting as a TURN server for the other clients. Everyone else would connect to their TURN server.
This would hide the IP addresses of all peers from each other while still allowing direct connections through the TURN server. However, the host could find the IP addresses of everyone. Meaning, this is once again a "trusted/friends only" solution.

Contributing

Any kind of contributions are more than welcome!
Please open issues, for bugs and feature requests, and, PRs for changed being made.

Please try to keep the quality standard up.
PRs may be rejected due to poor code quality _or subjected for further work needed._

If you end up porting this to another Engine, Framework or Project, please open an issue to merge it into this repository for everyone. Alternatively, we could link to your repository, however merging would be highly appreciated!

See our contribution guide for more.

License

This repository is licensed under the MIT License. This includes all plugins, the demo project and any demos included into it.

However, if you end up making any changes to this which may be useful for others, I highly would encourage opening a PR and merging it into this repository.
Contributions are more than welcome!

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