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Network Transport

This document covers what is publicly confirmable about JoyFlick's network transport from the live site, Terms of Service, and Privacy Policy.

Async PvP — No Real-Time Multiplayer Visible

The Terms of Service (Section 3.1) explicitly state:

"JoyFlick offers skill-based gameplay experiences, including asynchronous player-versus-player formats."

In an async PvP model, players do not interact in real-time. Each player plays independently, and their scores are compared after completion. This means:

  • There is no real-time data exchange between opponents during a match
  • Each player's game session communicates with the game server independently
  • The transport requirements are between the individual client and the game server, not between players

WebRTC

Not confirmed from public sources. No WebSocket URLs, WebRTC-related domains, STUN/TURN server references, or RTCPeerConnection mentions were found in the HTML source of joyflick.com.

This does not mean WebRTC is not used — the transport layer between the Unity WebGL client and the Elympics game servers is established at runtime by the game code (inside the .wasm.br binary), which is not inspectable from the page HTML. The Elympics platform is known to support WebRTC as a transport mechanism, but its use in JoyFlick's async PvP context cannot be confirmed from public sources alone.

What the Game Servers Suggest

Five game server regions are present in the HTML:

  • warsaw-gs.elympics.ai
  • dallas-gs.elympics.ai
  • tokyo-gs.elympics.ai
  • mumbai-gs.elympics.ai
  • belgium-gs.elympics.ai

Each exposes a /health endpoint. These are the server endpoints that game clients connect to during gameplay. The protocol used for this connection (WebRTC, WebSocket, HTTP, or other) is not visible from the page source.

Transport Context for Async PvP

In an asynchronous skill-based contest:

  1. Client-to-server only — the player's device communicates with one of the game server regions
  2. No peer-to-peer — since opponents play at different times, there is no direct player-to-player connection
  3. Latency matters for gameplay — the ToS (Section 3.4) acknowledges that "device performance, latency, and other technical factors" can affect contest fairness
  4. Server validates results — the platform determines outcomes via its scoring rules (ToS Section 3.1), suggesting the game server processes and validates gameplay inputs

Privacy Policy References

The Privacy Policy (Section 1, "Gameplay and Technical Data") confirms the platform collects:

  • Device performance data
  • Connectivity data
  • Latency data
  • Operating system differences

This data is used for "matchmaking, outcome determination, and ensuring fair play." The collection of latency data confirms that client-server communication quality is monitored, but does not specify the underlying protocol.

Summary

QuestionAnswer
Is the match format real-time?No — async PvP (ToS Section 3.1)
Do opponents connect to each other?No — each plays independently
Is WebRTC used?Not publicly visible from HTML source
What game server regions exist?Warsaw, Dallas, Tokyo, Mumbai, Belgium
Is latency monitored?Yes (Privacy Policy Section 1)
What protocol connects client to server?Not publicly visible