A post over on the official Bungie website breaks down what sort of network infrastructure they’re using for the upcoming first-person multiplayer shooter, Destiny 2.
The post has comments from lead networking engineer Matt Segur, who explained that they’re using a mix of peer-to-peer matchmaking for multiplayer parties, but a client-server authority for connecting to the game world, so that during raids and other party modes you won’t have to worry about host migration or disconnections due to another player dropping out of the session. Segur explains…
“We don’t use [the dedicated server] term, because in the gaming community, “dedicated servers” refers to pure client-server networking models. Destiny 2 uses a hybrid of client-server and peer-to-peer technology, just like Destiny 1. The server is authoritative over how the game progresses, and each player is authoritative over their own movement and abilities. This allows us to give players the feeling of immediacy in all their moving and shooting – no matter where they live and no matter whom they choose to play with.”
Segur goes on to explain that this isn’t to save money, since they’re also using cloud server technology for their cooperative and competitive infrastructure, but they feel the peer-to-peer and client-server mixture works best for what they’re trying to achieve.
Additionally, they avoided traditional dedicated servers in order to custom build their security system around the PC version of the game to deal with hackers, cheaters and exploiters, with Segur saying…
“ The PC platform poses unique security challenges for Destiny 2, but our security Ninjas have spent several years building a plan for how to engage with this new and vibrant community. We have a variety of top-secret strategies to ensure that the life of a cheater in Destiny 2 PC will be nasty, brutish, and short. And, regardless of what platform you play on, all changes to your persistent character are communicated directly to our secure data center with no peer-to-peer interference.”
We oftentimes hear about how good security is before a game releases, but just like what happened with The Division, it was proven that even the best laid plans can be disrupted by cheaters. Ubisoft began adopting a zero-tolerance policy that was executed with extreme prejudice in both The Division and Rainbow Six: Siege, where first-time offenders would be permanently banned from the game.