Hello everyone, we are happy to announce that the fourth minor version of Libplanet—Version 0.4, has been released.
Libplanet is a common library that solves game implementation problems such as P2P communication and data synchronization when creating online multiplayer games that run on distributed P2P.
This post will cover key changes in Version 0.4.
To simplify the storage layer, Libplanet provides a built-in interface called
IStore and a file-based class called
FileStore was enough for a small game, but when we applied it to a larger one, we found the following problems:
- Because all the blocks, their status, transactions, and account addresses, were stored as separate files, there were just too many of them.
- I/O performance was reduced because there were no separate cache or buffers.
To address these issues, we reviewed the need for an
IStore implementation using a separate storage engine, and in this process we chose LiteDB. Written purely in C#, LiteDB is easy to manage because it’s highly portable in a .NET environment and it allows you to manage your entire data in a single file.
Since the newly added
IStore, besides the object initialization method in the previous
FileStore, it can be used in exactly the same way.
Easy Transaction Creation
Transaction<T>.Nonce added on Version 0.3 was an important device for creating secure transactions, but at the same time it was a headache for developers who used Libplanet. This was because in order to make a
Transaction<T>, one had to use
BlockChain<T>.GetNonce() to get the exact nonce of the account that’s currently signing and use it. Not only was this process cumbersome, but it also created concurrency problems depending on when transactions were created.
But starting from Version 0.4,
BlockChain<T>.MakeTransaction() makes it simple and easy to create transactions without worrying about concurrency.
Transaction Broadcast Automated
In order for games using previous versions of Libplanet to broadcast transactions,
Swarm.BroadcastTxs() had to be called directly. And because transaction broadcast could fail due to network failure, the retry logic had to be implemented directly from the game side.
.BroadcastTxs() is still usable) Now, direct implementation isn’t necessary from games. Instead, they can put their own chains when making
Swarm<T> and create a transaction (using
BlockChain<T>.MakeTransaction() as introduced above). The rest will be carried out by
In this process, since
Swarm now directly manages the chain, it has been modified to
Swarm<T>, indicating that it contains a type parameter(
T), just like
You can learn more about additional changes in our release notes.
And as always, if you have any questions about the new release or Libplanet in general, please visit our Discord chatroom and let’s chat!