Networking stacks
Three of the games here are multiplayer, each on a different library. The library decides how scene objects are identified across peers, which classes carry synchronized state, and whether a client can run content the host lacks.
| Game | Library | Evidence | Confidence |
|---|---|---|---|
| Big Walk | Mirror, KCP transport on port 7777 and Epic Online Services (EOS) through a multiplex transport; Dissonance voice over Mirror | metadata contains Mirror.* (67 names), KcpTransport, Epic.OnlineServices.*, Dissonance.*; StreamingAssets/EOS configuration files |
Observed · Big Walk |
| Sledding Game | FishNet, with Epic Online Services and Dissonance’s FishNet integration | FishNet.SDK.Id beside the executable, 490 names with FishNet, StreamingAssets/EOS, Dissonance.Integrations.FishNet |
Observed · Sledding |
| PEAK | Photon (PUN with Photon Voice) and Epic Online Services | Photon3Unity3D.dll, PhotonUnityNetworking.dll, PhotonRealtime.dll, PhotonVoice*.dll, Zorro.PhotonUtility.dll, EpicOnlineService.dll in Managed/ |
Observed · PEAK |
Sledding Game
Section titled “Sledding Game”FishNet’s code generator writes serializers for every networked class: GRead___<Type>FishNet.Serializing.Generateds and
GWrite___<Type>…, and per behaviour the NetworkInitialize___Early<Type>Assembly and ___Late methods. Sledding’s networked
classes include PlayerSledController, SkiLift, SkiLiftChair, SnowmanBall and SnowmanState.
Observed · Sledding
PEAK’s Managed/ holds the whole Photon stack (PUN, Realtime, Voice, Chat) beside Zorro.PhotonUtility.dll. Observed · PEAK
The game stores its Steam and Epic platform code in SteamCommon.dll, SteamManagerAssembly.dll and PlatformProviders.dll.
Observed · PEAK
Big Walk
Section titled “Big Walk”The network manager is HouseNetworkManager, a Mirror NetworkManager, with NetworkMinder to start, join and set the transport
and password. Observed · Big Walk The manager allows at most 12 players. Inferred · Big Walk The world is one
scene, WorldScene (level2, 624,585 objects), and the 1,088 NetworkIdentity objects in it are scene objects addressed by
scene id; the only registered spawn prefab is the corpse and the player prefab is PlayerCharacter. Inferred · Big Walk
Switches, sockets and poses that are not networked are addressed through a ticket: an ITicketed.ticket, looked up by
TicketOffice, giving a ShellReference of (ticket, network id, index). A new object of that kind needs a unique, deterministic
ticket on every peer. Inferred · Big Walk
The only custom Mirror messages are in HouseAuthenticator: an initial authentication request with a player identifier and a
version number, a password response, an authentication response and a welcome message with the player count and whether
skip-aids are active. Every peer must run the same content, because the version number gates the join.
Inferred · Big Walk
Save games are JSON in the user’s LocalLow data under House House/Big Walk/user_data/save_games (save_<slot>_<uid>.sav
and a .bak), with slot name, password, integer entries, string entries and an inventory of item GUIDs; the host owns the
save. Inferred · Big Walk