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CyberVerse - The Cyberpunk 2077 Multiplayer Framework

Important

In it's current form, CyberVerse is only relevant for developers/modders. Regular users may struggle getting it to run and we don't actively support that, either. There are a lot of missing pieces before we can start to recommend using CyberVerse to play on.

What is Cyberverse exactly?

Cyberverse is a very much in progress implementation of a multiplayer into Cyberpunk 2077 v2.1.
It being a "framework" additionally means that the server side is flexibly extended by Plugins that provide additional behavior. As such, it will be a good choice for Roleplaying Servers.

Besides being extendable, it also features a working sandbox mode, that already handles most of the hard topics in Networking (such as entity sync) for you. You should be able to replace every component at will, though.

Code Structure

CyberVerse actually consists of 4 projects: Two client side projects and two server side projects, or put differently: Two c++ projects that mostly handle the network serialization and two application layers that handle server side logic and replicating in game.
Since it has different projects, people with multiple skillsets are welcome to collaborate, but please contact us before implementing a bigger feature so we can talk about the concepts relevant to that. Additionally, there's shared\protocol that handles the serialization objects.

Server.Native

This is the C++ support DLL of the game server, it really exclusively handles the lowest levels of networking, including serialization, which is why you (currently, sadly) need to add switch-case statements when implementing a new packet in protocol.

Server.Managed

The main logic of the game server, also needs to know about the new enum and structs for new packets. When adhereing to a C-ABI, they can comfortably marshalled via P/Invoke. It will then perform high level logic, bookkeeping, call potential plugins and then enqueue packets on it's own again.

Client.RED4extModule

This is the C++ side in the game that handles networking and bridges between the redscript utility functions and implements packets that are sent from the server (clientbound) as well as sending packets when a certain action has occured.

Client.Redscript

This is the layer that is closest to the game logic, it's job is basically to listen for events and apply server side changes into the game. Future use cases will also be providing a server browser and chat UI and maybe interfacing with custom redscript plugins, written by the related server owners (such as custom packets/payloads, triggering packets, callbacks on packets).

Required Client dependencies

  • RED4ext
  • Redscript
  • Codeware