Multiplayer games need a way to synchronize game states between players. Broadly speaking, two types of multiplayer games exist:
High tick rate
. These games need to synchronize game states many times per second with low latency. These would include action games, sports games, fighting games.
Low tick rate
. These games only need to synchronize game states occasionally with latency having less impact. These would include card games, strategy games, puzzle games.
This resembles the differentiation between real-time versus turn-based games, though the analogy falls short. For example, real-time strategy games run?as the name suggests?in real-time, but that doesn't correlate to a high tick rate. These games can simulate much of what happens in between player interactions on local machines. Therefore, they don't need to synchronize game states that often.
If you can choose low tick rates as a developer, you should. Low tick lowers latency requirements and server costs. Sometimes, a game requires high tick rates of synchronization. For those cases, solutions such as Firestore
don't make a good fit
. Pick a dedicated multiplayer server solution such as
Nakama
. Nakama has a
Dart package
.
If you expect that your game requires a low tick rate of synchronization, continue reading.
This recipe demonstrates how to use the
cloud_firestore
package
to implement multiplayer capabilities in your game. This recipe doesn't require a server. It uses two or more clients sharing game state using Cloud Firestore.
Write your game code to allow changing the game state in response to both local events and remote events. A local event could be a player action or some game logic. A remote event could be a world update coming from the server.
To simplify this cookbook recipe, start with the
card
template that you'll find in the
flutter/games
repository
. Run the following command to clone that repository:
git clone https://github.com/flutter/games.git
Open the project in
templates/card
.
Cloud Firestore
is a horizontally scaling, NoSQL document database in the cloud. It includes built-in live synchronization. This is perfect for our needs. It keeps the game state updated in the cloud database, so every player sees the same state.
If you want a quick, 15-minute primer on Cloud Firestore, check out the following video:
To add Firestore to your Flutter project, follow the first two steps of the
Get started with Cloud Firestore
guide:
The desired outcomes include:
- A Firestore database ready in the cloud, in
Test mode
- A generated
firebase_options.dart
file
- The appropriate plugins added to your
pubspec.yaml
You
don't
need to write any Dart code in this step. As soon as you understand the step of writing Dart code in that guide, return to this recipe.
Open
lib/main.dart
and import the plugins, as well as the
firebase_options.dart
file that was generated by
flutterfire configure
in the previous step.
dart
import
'package:cloud_firestore/cloud_firestore.dart'
;
import
'package:firebase_core/firebase_core.dart'
;
import
'firebase_options.dart'
;
Add the following code just above the call to
runApp()
in
lib/main.dart
:
dart
WidgetsFlutterBinding
.
ensureInitialized
();
await
Firebase
.
initializeApp
(
options:
DefaultFirebaseOptions
.currentPlatform,
);
This ensures that Firebase is initialized on game startup.
Add the Firestore instance to the app. That way, any widget can access this instance. Widgets can also react to the instance missing, if needed.
To do this with the
card
template, you can use the
provider
package (which is already installed as a dependency).
Replace the boilerplate
runApp(MyApp())
with the following:
dart
runApp
(
Provider
.
value
(
value:
FirebaseFirestore
.instance,
child:
MyApp
(),
),
);
Put the provider above
MyApp
, not inside it. This enables you to test the app without Firebase.
Though you can talk to Firestore directly, you should write a dedicated controller class to make the code more readable and maintainable.
How you implement the controller depends on your game and on the exact design of your multiplayer experience. For the case of the
card
template, you could synchronize the contents of the two circular playing areas. It's not enough for a full multiplayer experience, but it's a good start.
To create a controller, copy, then paste the following code into a new file called
lib/multiplayer/firestore_controller.dart
.
dart
import
'dart:async'
;
import
'package:cloud_firestore/cloud_firestore.dart'
;
import
'package:flutter/foundation.dart'
;
import
'package:logging/logging.dart'
;
import
'../game_internals/board_state.dart'
;
import
'../game_internals/playing_area.dart'
;
import
'../game_internals/playing_card.dart'
;
class
FirestoreController
{
static
final
_log =
Logger
(
'FirestoreController'
);
final
FirebaseFirestore
instance;
final
BoardState
boardState;
/// For now, there is only one match. But in order to be ready
/// for match-making, put it in a Firestore collection called matches.
late
final
_matchRef = instance.
collection
(
'matches'
).
doc
(
'match_1'
);
late
final
_areaOneRef = _matchRef
.
collection
(
'areas'
)
.
doc
(
'area_one'
)
.
withConverter
<
List
<
PlayingCard
>>(
fromFirestore: _cardsFromFirestore, toFirestore: _cardsToFirestore);
late
final
_areaTwoRef = _matchRef
.
collection
(
'areas'
)
.
doc
(
'area_two'
)
.
withConverter
<
List
<
PlayingCard
>>(
fromFirestore: _cardsFromFirestore, toFirestore: _cardsToFirestore);
StreamSubscription
? _areaOneFirestoreSubscription;
StreamSubscription
? _areaTwoFirestoreSubscription;
StreamSubscription
? _areaOneLocalSubscription;
StreamSubscription
? _areaTwoLocalSubscription;
FirestoreController
({
required
this
.instance,
required
this
.boardState}) {
// Subscribe to the remote changes (from Firestore).
_areaOneFirestoreSubscription = _areaOneRef.
snapshots
().
listen
((snapshot) {
_updateLocalFromFirestore
(boardState.areaOne, snapshot);
});
_areaTwoFirestoreSubscription = _areaTwoRef.
snapshots
().
listen
((snapshot) {
_updateLocalFromFirestore
(boardState.areaTwo, snapshot);
});
// Subscribe to the local changes in game state.
_areaOneLocalSubscription = boardState.areaOne.playerChanges.
listen
((_) {
_updateFirestoreFromLocalAreaOne
();
});
_areaTwoLocalSubscription = boardState.areaTwo.playerChanges.
listen
((_) {
_updateFirestoreFromLocalAreaTwo
();
});
_log.
fine
(
'Initialized'
);
}
void
dispose
() {
_areaOneFirestoreSubscription?.
cancel
();
_areaTwoFirestoreSubscription?.
cancel
();
_areaOneLocalSubscription?.
cancel
();
_areaTwoLocalSubscription?.
cancel
();
_log.
fine
(
'Disposed'
);
}
/// Takes the raw JSON snapshot coming from Firestore and attempts to
/// convert it into a list of
[PlayingCard]
s.
List
<
PlayingCard
>
_cardsFromFirestore
(
DocumentSnapshot
<
Map
<
String
,
dynamic
>> snapshot,
SnapshotOptions
? options,
) {
final
data = snapshot.
data
()?[
'cards'
]
as
List
?;
if
(data ==
null
) {
_log.
info
(
'No data found on Firestore, returning empty list'
);
return
[];
}
final
list =
List
.
castFrom
<
Object
?,
Map
<
String
,
Object
?>>(data);
try
{
return
list.
map
((raw) =>
PlayingCard
.
fromJson
(raw)).
toList
();
}
catch
(e) {
throw
FirebaseControllerException
(
'Failed to parse data from Firestore:
$
e
'
);
}
}
/// Takes a list of
[PlayingCard]
s and converts it into a JSON object
/// that can be saved into Firestore.
Map
<
String
,
Object
?>
_cardsToFirestore
(
List
<
PlayingCard
> cards,
SetOptions
? options,
) {
return
{
'cards'
: cards.
map
((c) => c.
toJson
()).
toList
()};
}
/// Updates Firestore with the local state of
[area]
.
Future
<
void
>
_updateFirestoreFromLocal
(
PlayingArea
area,
DocumentReference
<
List
<
PlayingCard
>> ref)
async
{
try
{
_log.
fine
(
'Updating Firestore with local data (
${
area
.
cards
}
) ...'
);
await
ref.
set
(area.cards);
_log.
fine
(
'... done updating.'
);
}
catch
(e) {
throw
FirebaseControllerException
(
'Failed to update Firestore with local data (
${
area
.
cards
}
):
$
e
'
);
}
}
/// Sends the local state of
`boardState.areaOne`
to Firestore.
void
_updateFirestoreFromLocalAreaOne
() {
_updateFirestoreFromLocal
(boardState.areaOne, _areaOneRef);
}
/// Sends the local state of
`boardState.areaTwo`
to Firestore.
void
_updateFirestoreFromLocalAreaTwo
() {
_updateFirestoreFromLocal
(boardState.areaTwo, _areaTwoRef);
}
/// Updates the local state of
[area]
with the data from Firestore.
void
_updateLocalFromFirestore
(
PlayingArea
area,
DocumentSnapshot
<
List
<
PlayingCard
>> snapshot) {
_log.
fine
(
'Received new data from Firestore (
${
snapshot
.
data
()}
)'
);
final
cards = snapshot.
data
() ?? [];
if
(
listEquals
(cards, area.cards)) {
_log.
fine
(
'No change'
);
}
else
{
_log.
fine
(
'Updating local data with Firestore data (
$
cards
)'
);
area.
replaceWith
(cards);
}
}
}
class
FirebaseControllerException
implements
Exception
{
final
String
message;
FirebaseControllerException
(
this
.message);
@override
String
toString
() =>
'FirebaseControllerException:
$
message
'
;
}
Notice the following features of this code:
The controller's constructor takes a
BoardState
. This enables the controller to manipulate the local state of the game.
The controller subscribes to both local changes to update Firestore and to remote changes to update the local state and UI.
The fields
_areaOneRef
and
_areaTwoRef
are Firebase document references. They describe where the data for each area resides, and how to convert between the local Dart objects (
List<PlayingCard>
) and remote JSON objects (
Map<String, dynamic>
). The Firestore API lets us subscribe to these references with
.snapshots()
, and write to them with
.set()
.
Open the file responsible for starting the play session:
lib/play_session/play_session_screen.dart
in the case of the
card
template. You instantiate the Firestore controller from this file.
Import Firebase and the controller:
dart
import
'package:cloud_firestore/cloud_firestore.dart'
;
import
'../multiplayer/firestore_controller.dart'
;
Add a nullable field to the
_PlaySessionScreenState
class to contain a controller instance:
dart
FirestoreController
? _firestoreController;
In the
initState()
method of the same class, add code that tries to read the FirebaseFirestore instance and, if successful, constructs the controller. You added the
FirebaseFirestore
instance to
main.dart
in the
Initialize Firestore
step.
dart
final
firestore = context.
read
<
FirebaseFirestore
?>();
if
(firestore ==
null
) {
_log.
warning
(
"Firestore instance wasn't provided. "
'Running without _firestoreController.'
);
}
else
{
_firestoreController =
FirestoreController
(
instance: firestore,
boardState: _boardState,
);
}
Dispose of the controller using the
dispose()
method of the same class.
dart
_firestoreController?.
dispose
();
Run the game on two separate devices or in 2 different windows on the same device.
Watch how adding a card to an area on one device makes it appear on the other one.
Open the
Firebase web console
and navigate to your project's Firestore Database.
Watch how it updates the data in real time. You can even edit the data in the console and see all running clients update.
The most common issues you might encounter when testing Firebase integration include the following:
At this point, the game has near-instant and dependable synchronization of state across clients. It lacks actual game rules: what cards can be played when, and with what results. This depends on the game itself and is left to you to try.
At this point, the shared state of the match only includes the two playing areas and the cards within them. You can save other data into
_matchRef
, too, like who the players are and whose turn it is. If you're unsure where to start, follow
a Firestore codelab or two
to familiarize yourself with the API.
At first, a single match should suffice for testing your multiplayer game with colleagues and friends. As you approach the release date, think about authentication and match-making. Thankfully, Firebase provides a
built-in way to authenticate users
and the Firestore database structure can handle multiple matches. Instead of a single
match_1
, you can populate the matches collection with as many records as needed.
An online match can start in a "waiting" state, with only the first player present. Other players can see the "waiting" matches in some kind of lobby. Once enough players join a match, it becomes "active". Once again, the exact implementation depends on the kind of online experience you want. The basics remain the same: a large collection of documents, each representing one active or potential match.