Diarkis Client
A lightweight, cross-platform networking library that enables real-time communication, synchronization, and matchmaking by interfacing with Diarkis server modules.
Diarkis Client is a lightweight, high-performance networking SDK designed for real-time, distributed applications such as online multiplayer games, simulations, and edge-connected systems. It serves as the client-side interface to the Diarkis server cluster, providing robust tools for seamless, low-latency communication, synchronization, and interaction across decentralized networks.
Key Features and Capabilities
Protocol Support
Supports UDP, TCP, and Diarkis RUDP (Reliable UDP) for flexible communication across various network conditions.
RUDP includes built-in retransmission, packet ordering, and MTU fragmentation handling, optimized for real-time reliability.
Modular Communication Integration
Diarkis Client integrates seamlessly with all core Diarkis modules, enabling developers to build sophisticated networked applications with modular, event-driven components:
MatchMaker: Enables real-time, decentralized matchmaking with cluster-wide in-memory queue management. Supports dynamic team formation, backfill, and concurrent match operations without centralized bottlenecks.
Room: Provides server-relayed group communication and object synchronization, allowing multiple users to interact within a shared digital space.
Session: Facilitates lightweight one-to-many messaging, user presence tracking, and temporary shared property storage among session members.
Field: Enables cluster-wide spatial interaction, allowing users to detect and exchange data with nearby entities across different servers based on positional data.
DM (Direct Message): Supports private, one-to-one communication using a server-relay model with low configuration overhead.
P2P: Establishes direct peer-to-peer communication with NAT traversal support and automatic fallback to server-relay when needed.
Notifier: Delivers unidirectional server-to-client broadcasts, ideal for real-time alerts, global notifications, and session-wide event propagation.
Cross-Platform Compatibility
Available in C++ and C#, with dedicated plugins for Unreal Engine and a full SDK for Unity Engine, allowing seamless integration into existing game and simulation projects.
Compatible with Windows, macOS, Linux, iOS, Android, and game consoles such as PlayStation, Xbox, and Nintendo Switch.
Persistent Cluster Connectivity
Maintains an active connection with the Diarkis server cluster for session persistence, state recovery, and resilient client-server communication, even during server failovers or migration.
Event-Driven Architecture
Built with an event-driven communication model, Diarkis Client allows developers to subscribe to and react to network events, such as user joins/leaves, object updates, message receptions, and connection status changes.
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