Simulators (Servers)
coherence uses the concept of authority to determine who is responsible for simulating each Entity. By default, each Client that connects to the Replication Server owns and simulates the Entities they create. There are a lot of situations where this setup is not adequate. For example:
The number of Entities could be too large to be simulated by the players on their own, especially if there are few players and the World is very large.
The game might have an advanced AI that requires a lot of coordination, which makes it hard to split up the work between Clients.
It is often desirable to have an authoritative object that ensures a single source of truth for certain data. State replication and "eventual correctness" doesn't give us these guarantees.
Perhaps the game should run a persistent simulation, even while no one is playing.
With coherence, all of these situations can be solved using dedicated Simulators. They behave very much like normal Clients, except they run on their own with no player involved. Usually, they also have special code that only they run (and not the clients). It is up to the game developer to create and run these programs somewhere in the cloud, based on the demands of their particular game.
Simulators can also be independent from the game code. A Simulator could be a standalone application written in any language, including C#, Go or C++, for instance. We will post more information about how to achieve this here in the future. For now, if you would like to create a Simulator outside of Unity, please contact our developer relations team.
To use Simulators, you need to enter your credit card details. You can do it by logging into our Dashboard, selecting the Billing tab, finding the Payment Methods section and clicking the Manage button.
If you're on the Free plan, you won't be charged anything - our payment provider will temporarily reserve a small amount to verify that the credit card is in working order.
Only Paid and Enterprise plans offer Simulators external network connectivity. When switching from Free plan to a Paid or Enterprise plan, it may take up to 10 minutes for the Simulators to have their external connectivity enabled.
Creating a Simulator
If you have determined that you need one or more Simulator for your game, there are multiple ways you can go about implementing these. You could create a separate Unity project and write the specific code for the Simulator there (while making sure you use the same schema as your original project).
An easier way is to use your existing Unity project and modify it in a way so that it can be started either as a normal Client, or as a Simulator. This will ensure that you maximize code sharing between Clients and Servers - they both do simulation of Entities in the same Game World after all.
To force a build to start as a Simulator, you can use the following command line argument:
Simulators in coherence Cloud
The Simulator is started with the following parameters in coherence Cloud:
Important: if you want to deploy Simulators on the coherence Cloud, they have to be built for Linux 64-bit.
SimulatorUtility
The SDK provides a static helper class to access all the above parameters in the C# code called SimulatorUtility
.
Building simulators
To build Simulators, it's best to use the Linux Dedicated Server Build Target.
This is great for Simulators since we're not interested in rendering any graphics on these outside of local development. You will also get a leaner executable that is smaller and faster to be published in coherence Cloud.
When a room has only Simulators (no Clients) it shuts down automatically after a short period of time.
Build and deploy
Refer to the Simulator: Build and deploy section.
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