
NetworkSync
A mod API for network synchronization and communicationDetails
Network Sync API for Zelda 64: Recompiled
A multiplayer networking framework for Zelda 64: Recompiled that enables Actor synchronization across different game instances.
[!WARNING] This project is still in active development and the API is subject to change. It represents an experimental implementation of networking capabilities and should be considered a work-in-progress.
Project Overview
This project consists of several components that work together to provide network functionality:
- Network Sync API (
network-sync
) - An API mod that exposes networking functionality to other mods - Network Sync Runtime (
network-sync-runtime
) - A Rust-based dynamic library that implements the networking logic - Network Server (
network-sync-server
) - A webSocket server that handles player connections and data relay - Test Mod (
network-sync-test
) - A sample implementation that demonstrates the networking functionality
API Reference
See the full API Documentation for detailed information about available functions and data structures.
The Network Play API provides functionality for:
- Connecting to network servers
- Joining and leaving multiplayer sessions
- Synchronizing actor data across game instances
- Retrieving information about other players in a session
Architecture
The system uses a client-server architecture where:
- A central websocket server manages connections and relays player state
- Each game instance connects to the server as a client
- Players can join "sessions" where their data is synchronized
- Actor attributes are synchronized across game instances
Limitations
- Currently only synchronizes limited player data (position, rotation)
- Limited error handling and reconnection logic
Test Implementation
The test mod demonstrates:
- Connecting to the server at game startup
- Joining a predefined session
- Synchronizing the player's position
- Rendering remote player models
Setup & Building
Prerequisites
- Clang and Make for building the C components
- Cargo/Rust for building the Rust components
- Zelda 64: Recompiled installation
Building the Project
-
Clone this repository:
git clone https://github.com/yourusername/mm-network-sync.git cd mm-network-sync
-
Build the runtime, C API mod, and test mod:
make
This will:
- Compile the Rust WebSocket library
- Build the C API mod
- Build the test mod
-
Copy the built files to your Zelda 64: Recompiled mods directory:
make install
Or manually copy
build/main/mm_network_sync.nrm
,build/test/mm_network_sync_test.nrm
, and the compiledbuild/network_sync_runtime.dylib
(or.so
/.dll
) to your mods folder. -
Run the server: Using Cargo:
cd network-server cargo run
Using Docker Compose:
docker compose up -d
This will start the network server in a detached mode, which is useful for running it in the background.
-
Launch Zelda 64: Recompiled with the mods enabled.