Difference between revisions of "Network Protocol"

From Custom Mario Kart
Jump to navigation Jump to search
(Redirect cleanup)
(Fix bad grammar and outdated info, replace mentions of Wiimmfi with private servers, remove pointless links section)
 
(One intermediate revision by one other user not shown)
Line 5: Line 5:
  
 
=== Terminology ===
 
=== Terminology ===
The following terms are used in this article.
+
The following terms are commonly used when explaining the game's network protocol.
  
 
{| class="textbox grid sortable alt"
 
{| class="textbox grid sortable alt"
Line 19: Line 19:
 
|-
 
|-
 
| Client
 
| Client
| A [[Wii]] system that takes part in the race.
+
| A [[Wii]] system that takes part in a race, with either one or two players.
 
|-
 
|-
 
| fc, fc8
 
| fc, fc8
Line 61: Line 61:
 
|-
 
|-
 
| Player
 
| Player
| A player that takes part of the race, with a maximum of 12. Players are all users of all clients.
+
| A player that takes part in a race, with a maximum of 12.
 
|-
 
|-
 
| Player ID
 
| Player ID
Line 67: Line 67:
 
|-
 
|-
 
| Profile ID, pid, fc4
 
| Profile ID, pid, fc4
| The Profile ID is a short version of the friend code with only the lowest 4 bytes (32 bit). It is used in the network protocols for identification.
+
| The Profile ID is a short version of the friend code with only the lowest 4 bytes (32 bit). It acts as a unique identifier for each player.
 
|-
 
|-
 
| TCP
 
| TCP
Line 75: Line 75:
 
| A packet can be split into logical records. Each record has its own meaning and its own data structure.
 
| A packet can be split into logical records. Each record has its own meaning and its own data structure.
 
|-
 
|-
| UPD
+
| UDP
 
| [[wikipedia:User Datagram Protocol|User Datagram Protocol]], a network protocol.
 
| [[wikipedia:User Datagram Protocol|User Datagram Protocol]], a network protocol.
 
|-
 
|-
 
| User
 
| User
| A user of a client. Each client supports 1 or 2 users. The users of the client are numbered 1 and 2.
+
| A player at the console. Each client supports 1 or 2 users. The users of the client are numbered 1 and 2.
 
|}
 
|}
  
 
== Description ==
 
== Description ==
The [[Mario Kart Wii]] traffic starts with some name resolutions. Then, it will use TCP connection to the servers and UDP packets for the peer-to-peer data transfer. First it connects the N-server ([[Wiimmfi]] server). In a room or while racing, all consoles communicate directly to each other. In a race, only some ''active'' records are send to an N-server.
+
[[Mario Kart Wii]]'s network traffic begins with some domain name resolutions. The game then connects to various servers through TCP connections to check for server availability, perform the login process and queue for matchmaking among other things. In a friend room or while racing, consoles communicate directly with each other using UDP connections. While in a match, "keepalive" records are sent to the servers in order to maintain connectivity.
  
 
=== Connecting to Servers ===
 
=== Connecting to Servers ===
When connecting to the [[Nintendo Wi-Fi Connection]], the console starts with DNS queries to locate the IP addresses of the following servers:
+
When connecting to the [[Nintendo Wi-Fi Connection]], the console runs various DNS queries to obtain the IP addresses of the following servers:
 
* gpcm.gs.nintendowifi.net
 
* gpcm.gs.nintendowifi.net
 
* gpsp.gs.nintendowifi.net
 
* gpsp.gs.nintendowifi.net
Line 100: Line 100:
 
* mariokartwii.ms19.gs.nintendowifi.net
 
* mariokartwii.ms19.gs.nintendowifi.net
 
* naswii.nintendowifi.net
 
* naswii.nintendowifi.net
The Wiimmfi equivalents are the same servers with "nintendowifi.net" replaced with "wiimmfi.de". Then it starts the communication with the servers and the first packet goes to ''mariokartwii.available.gs.nintendowifi.net''. More details about the servers can be found [[Network Protocol/Server|here]].
+
Private servers generally follow the same naming scheme, while replacing "nintendowifi.net" with their own domain. More details about each server's purpose can be found [[Network Protocol/Server|here]].
  
 
=== Point to Point Communication ===
 
=== Point to Point Communication ===
The [[Wii]] uses a frequency of 59.94Hz ([[NTSC]]) as time base. All clients send a status packet to one of the other clients every second pulse (around 1/30 seconds). For example, when there are three clients A, B and C, then A will send packets to B and C in turn every 1/30 seconds. This means that the individual status update is only done every 1/15 seconds. This update time is reduced to 11/30 seconds when there are 12 clients in a race. This is the main reason for lag when racing with many players. The average packet length is about 220 bytes, so the total traffic is about 8 KB/s in both directions, independent of the number of clients.
+
The [[Wii]] uses a frequency of 59.94Hz ([[NTSC]]) as its time base. Clients send a status update to one of the other clients every other frame, which is approximately 1/30th of a second.
  
== Main records ==
+
For instance, if client A is in a room with two other clients B and C, the latter will receive an update from A every 1/15th of a second. This delay increases with the number of players, reaching up to about 1/3rd of a second with a full room of 12 clients. This latency is the primary cause of lag in larger rooms.
Each UDP packet can be split into records, which are logical units. Sometimes, a packet is prefixed by a [[SLOT]] record to reduce a client's needed upload bandwidth.
 
  
=== Header ===
+
The average packet length is approximately 220 bytes, resulting in a total traffic of about 7 KB/s in both directions, independent of the number of clients.
After SLOT (if it exists), the main race header (16 bytes) is as follows.
 
  
{| class="wikitable"
+
== Race Packets ==
! Offset
+
[[RACE]] packets are sent from each client to all other clients in the room. The packet is split into multiple records, which act as logical units. The packet header includes a CRC32 checksum to detect corrupted packets. The following table shows the packet structure and the different records.
! Size
 
! Description
 
|-
 
| 0x00 || 4 bytes || Start of checksum part. Always 0x0000 0000.
 
|-
 
| 0x04 || 4 bytes || Checksum record.
 
|-
 
| 0x08 || 1 byte || Header length. Always 0x10.
 
|-
 
| 0x09 || 1 byte || [[RACEHEADER_1]] record length. Either 0x28 or 0x00 if not present.
 
|-
 
| 0x0A || 1 byte || [[RACEHEADER_2]] record length. Either 0x28 or 0x00 if not present.
 
|-
 
| 0x0B || 1 byte || [[ROOM]] or [[SELECT]] record length. Either 0x04 (if ROOM), 0x38 (if SELECT), or 0x00 if not present.
 
|-
 
| 0x0C || 1 byte || [[RACEDATA]] record length. Either 0x40 (per player) or 0x00 if not present.
 
|-
 
| 0x0D || 1 byte || [[USER]] record length. Either 0xC0 or 0x00 if not present.
 
|-
 
| 0x0E || 1 byte || [[ITEM]] record length. Either 0x08 per player or 0x00 if not present.
 
|-
 
| 0x0F || 1 byte || [[EVENT]] record length. Either variable length or 0x00 if not present.
 
|}
 
 
 
The CHECKSUM algorithm is described [[CHECKSUM|here]]. [[RACE]] records are sent from every client to all other clients during a race including the race preparation.
 
 
 
=== Packet Structure ===
 
The following table shows the packet structure and the different records.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
! Name
 
! Name
! Length
+
! Size
 
! Description
 
! Description
 
|-
 
|-
 
| [[HEADER]] || 0x10
 
| [[HEADER]] || 0x10
| The packet header described above.
+
| The packet header.
 
|-
 
|-
 
| [[RACEHEADER_1]] || 0x28
 
| [[RACEHEADER_1]] || 0x28
| Race header.
+
| A basic race data record.
 
|-
 
|-
 
| [[RACEHEADER_2]] || 0x28
 
| [[RACEHEADER_2]] || 0x28
| Another race header.
+
| A game mode-dependent race data record.
 
|-
 
|-
 
| [[ROOM]] || 0x04
 
| [[ROOM]] || 0x04
| Room records are only sent in room events. The first byte decides the sub type:
+
| Friend room lobby message record. The first byte decides the record type:
* 0: ''Unknown''.
+
* 1: Event start message (GP, Team, Balloon or Coin Battle).
* 1: Event start sent by the host (GP, Team, Balloon or Coin).
+
* 2: A player registered another player as their friend.
* 2: ''Unknown''.
+
* 3: A player joined the room.
* 3: ''Unknown''.
+
* 4: Regular room message (online chat).
* 4: Send room message (online chat).
 
 
|-
 
|-
 
| [[SELECT]] || 0x38
 
| [[SELECT]] || 0x38
| This record is sent while selecting character and track. It is always placed before a [[Network Protocol/USER|USER]] record. One byte decides the phase.
+
| This record is sent between matches to set up the next race. One byte decides the phase.
* 0: Race preparation.
+
* 0: Match setup.
* 1: Character selection.
+
* 1: Course selection.
* 2: Track selection.
+
* 2: Voting lottery.
 
|-
 
|-
| [[RACEDATA]] || 0x40
+
| [[RACEDATA]] || 0x40 (per player)
| Actual race data. May exist twice if there are two players on one console.  
+
| Race data record, containing player position, inputs and other miscellaneous info.
 
|-  
 
|-  
 
| [[USER]] || 0xC0
 
| [[USER]] || 0xC0
| User information including a friend code and 2 Miis for both users of the client.
+
| User record, including friend code and one Mii for each player.
 
|-
 
|-
| [[ITEM]] || 0x08
+
| [[ITEM]] || 0x08 (per player)
| Record indicating the item status.
+
| Record containing each player's item status.
 
|-  
 
|-  
 
| [[EVENT]] || ≥ 0x18
 
| [[EVENT]] || ≥ 0x18
| Record indicating the event status.
+
| Record containing item events, such as throwing an item or dropping one.
 
|}
 
|}
  
== Additional Records ==
+
=== Additional Records ===
The following table shows additional records.
+
The following table shows additional records, which are not necessarily present in every race packet.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
! Name
 
! Name
! Record ID
+
! Magic
 
! Length
 
! Length
 
! Description
 
! Description
 
|-
 
|-
| [[SLOT]] || <tt>46fc.570x</tt> || 0x08
+
| [[SLOT]] || <tt>46.FC.57.0X</tt> || 0x08
| The following message is related to the client slot "X". This is mainly used in combination with [[ANNOUNCE]] and [[USER]] to tie information to specific client slots. If a client has bandwidth problems, it can use another client as a proxy to reduce its own traffic during the race. Such indirect packets are also prefixed by a [[SLOT]] record.
+
| The message following this record is to be forwarded to client slot '''X'''. If a client has bandwidth problems, it can use another client as a proxy to reduce its own traffic during a match. Such indirect packets are also prefixed by a [[SLOT]] record.
 
|-
 
|-
| [[STATUS]] || <tt>bb49.cc4d</tt> || 0x14+N
+
| [[STATUS]] || <tt>BB.49.CC.4D</tt> || &ge; 0x14
| A status record with five different extensions. Byte 0x08 describes the status type. One task is to select and advice client slots to clients.
+
| A status record with various purposes. Byte 0x08 describes the record type. For example, it can be used to allow or deny access to a room.
 
|-
 
|-
| [[HANDSHAKE]] || <tt>fdfc</tt> || 0x14+N
+
| [[HANDSHAKE]] || <tt>FD.FC</tt> || &ge; 0x14
| [[NATNEG]] records. Only CONNECT_PING is sent peer-to-peer, all other records via the server.
+
| [[NATNEG]] records. Type CONNECT_PING is sent through peer-to-peer, while all other types are routed through the NATNEG servers.
 
|-
 
|-
| [[QUIT]] || <tt>fefe.68</tt> || 0x03
+
| [[QUIT]] || <tt>FE.FE.68</tt> || 0x03
| This record is sent when a client quits a room or a race. It is not prefixed by a CHECKSUM record.
+
| This record is sent when a client leaves a room. It is not prefixed by a CHECKSUM record.
 
|}
 
|}
  
== Stages ==
+
== States ==
This section describes what peer-to-peer data is transmitted by the clients during the different stages of a match.
+
This section describes what data is transmitted between clients during specific stages of gameplay.
  
=== Room ===
+
=== Joining a Room ===
When a player wants to enter a friend room, it sends a "GMCP90" type 1 message to the [[MASTER]] server. This asks the server for permission to enter the room, which will either be answered with type 2 (access granted) or type 3 (denied, room full). When the host allows the new guest to enter, they start doing [[NATNEG]] requests to open a peer-to-peer-connection.  
+
==== Friend Room ====
 +
When a client wants to join a friend room, it sends a "GPCM90" type 1 message to the [[MASTER]] server. This asks the server for permission to enter the room, which will either be answered with a type 2 message (access granted) or a type 3 message (access denied). If access is granted, the new client and the host begin exchanging [[NATNEG]] messages to establish a peer-to-peer connection.
  
After NATNEG is done, the players start [[HANDSHAKE]] with a few FEXX status messages. After exchanging these messages, they send each other an empty race packet ([[ANNOUNCE]]) to indicate the successful connection.  
+
After completing NATNEG, the two clients send each other an empty race packet ([[ANNOUNCE]]) to indicate a successful connection.  
  
After that, the new player appears in the room and starts doing NATNEG with all other players. Because NATNEG is very slow and does not run in threads, only one player can join a room at the same time. This is the reason why starting a match takes a long time when the host starts a match as soon as everyone is in the room. All the peer-to-peer connections have not been set up yet, which are about 60 connections in a full room.  
+
The new player then appears in the room and starts doing NATNEG with all the other clients. Because NATNEG is very slow and does not run in threads, only one client can join a room at a time. Additionally, starting a match as soon as every client is in the room will cause significant delays, as the peer-to-peer mesh network (which can involve up to 66 connections with 12 clients) is incomplete.
  
=== Match ===
+
==== Worldwide ====
As soon as the client has found a room via [[MS]], it sends an "asking for entrance" status message. When the room host is in the friend list, GPCM90 messages are used. If the host is not in the friend list, [[STATUS]] messages are being proxied by MS and/or [[MASTER]].  
+
As soon as a client has found a room through [[MS|matchmaking]], it sends an "asking for entrance" status message. If the room host is in the client's friend list, GPCM90 messages are used; otherwise, the [[STATUS]] messages are proxied through MS and/or [[MASTER]].  
  
Then, same as in the room, NATNEG and a few status messages are done.
+
Then, similarly to friend rooms, [[NATNEG]] is performed and an empty record ([[ANNOUNCE]]) is exchanged to mark the completion of the handshake.
The Wii then sends an empty record header (ANNOUNCE) to the host and starts sending packets containing a user record.
 
  
During the viewing phase, race packets with only [[RACEHEADER_1]] and [[EVENT]] are sent.
+
During live view, only part of the main records are sent.
  
=== Start of Event ===
+
=== Friend Room Start ===
At event begin, the host sends a [[ROOM]] message to indicate the start of an event. The players select their characters and vehicle, and the track selection starts. The track selection has three phases.
+
When the room host wishes to start playing, they send a [[ROOM]] message to indicate the beginning of an event. Each player chooses their character and vehicle, and the match setup begins. The setup has three phases:
# SELECT/PREPARE - The waiting screen until all consoles are ready.
+
* '''Prepare''': The waiting phase before players can interact with the game to view their rating or vote for a track. In this phase, the game is working in the background to synchronize the time, race settings and various other information across clients.
# SELECT/WAITING - The track selection screen and waiting until everyones has voted for a track.
+
* '''Voting''': The voting phase, which lasts until every player has voted.
# SELECT/LOTTERY - The roulette that determines the track. This is already determined before it starts.
+
* '''Lottery''': The lottery that determines the track to play. While the winning track is already decided before the lottery even begins, the game uses this time to preload the track and finish synchronizing all the necessary information.
  
 
=== Countdown ===
 
=== Countdown ===
Before the countdown, the host sends a "ready?" request to all clients. Until all clients have answered this, the loading icon appears in the bottom right corner of the screen. When the clients are syncronized and all ready for the event, the countdown and the race begins.
+
Before the countdown begins, the host sends a "ready?" request to all clients. While waiting for the clients to respond, the loading icon will appear in the bottom right corner of the screen. Once every client is synchronized, the match can start.
 
 
=== Finish ===
 
As soon as a player finishes, he sends his final time to all the other players. Then the other players have 30 seconds left to complete the race, given that the track-specific minimum time race length has been completed. When the race is finished by either everyone crossing the finish line, 5 minutes being over, or the 30 seconds being reached, the "finished" phase is activated. The rankings will show and the next race will begin.
 
  
== Links ==
+
=== Race Finish ===
* [[Wiimms mkw-ana (tool)]]
+
As soon as the race leader reaches the finish line, their completion time is sent to all the other players, who then have a limited time to complete the race. When the race is finished by either everyone crossing the finish line, the [[Online Time Limit|maximum race time limit]] being reached or the aforementioned limited time running out, the "finish" phase is activated. The rankings will be displayed and the next race will begin.
* [https://forum.wii-homebrew.com/index.php/Board/329-Wiimmfi-Project Wii-Homebrew.com]
 
* [[mk8:MK8 Network Protocol|MK8 Network Protocol]]
 
  
 
{{Network Protocol}}
 
{{Network Protocol}}
 
[[Category:File Format/MKW]]
 
[[Category:File Format/MKW]]
 
[[Category:Network Protocol|!]]
 
[[Category:Network Protocol|!]]

Latest revision as of 17:15, 28 January 2024

Under Construction
This article is not finished. Help improve it by adding accurate information or correcting grammar and spelling.

Overview

This article describes the network protocol used by Mario Kart Wii.

Terminology

The following terms are commonly used when explaining the game's network protocol.

Game Features
Term Description
ARP Address Resolution Protocol, a network routing protocol.
cfc The console friend code. It is displayed as 16 digits in the format "XXXX-XXXX-XXXX-XXXX".
Client A Wii system that takes part in a race, with either one or two players.
fc, fc8 The friend code of the first user of a client. Sometimes it is extended by ".1" or ".2" to identify the user of the client. A friend code is displayed as 12 digits using format "XXXX-XXXX-XXXX".
GPCM The client server.
GPSP The server that retrieves friends.
Guest All non-host clients.
Home client The observed client where the network traffic comes from.
Host The client who has opened the room.
MASTER The master matchmaking server.
Mii The Mii avatar of a user.
MS The matchmaking retrieving server.
N-server One of Nintendo's servers.
NAS, NASWII The login server.
NATNEG The server that enables client to client connections behind firewalls. It stands for Network Address Translation NEGotiation.
Packet A packet is a technical network packet. Mario Kart Wii uses ARP, TCP and UDP (including name resolution) packets.
Player A player that takes part in a race, with a maximum of 12.
Player ID An alternative name for Profile ID.
Profile ID, pid, fc4 The Profile ID is a short version of the friend code with only the lowest 4 bytes (32 bit). It acts as a unique identifier for each player.
TCP Transmission Control Protocol, a network protocol.
Record A packet can be split into logical records. Each record has its own meaning and its own data structure.
UDP User Datagram Protocol, a network protocol.
User A player at the console. Each client supports 1 or 2 users. The users of the client are numbered 1 and 2.

Description

Mario Kart Wii's network traffic begins with some domain name resolutions. The game then connects to various servers through TCP connections to check for server availability, perform the login process and queue for matchmaking among other things. In a friend room or while racing, consoles communicate directly with each other using UDP connections. While in a match, "keepalive" records are sent to the servers in order to maintain connectivity.

Connecting to Servers

When connecting to the Nintendo Wi-Fi Connection, the console runs various DNS queries to obtain the IP addresses of the following servers:

  • gpcm.gs.nintendowifi.net
  • gpsp.gs.nintendowifi.net
  • gamestats.gs.nintendowifi.net
  • gamestats2.gs.nintendowifi.net
  • mariokartwii.available.gs.nintendowifi.net
  • mariokartwii.natneg1.gs.nintendowifi.net
  • mariokartwii.natneg2.gs.nintendowifi.net
  • mariokartwii.natneg3.gs.nintendowifi.net
  • mariokartwii.master.gs.nintendowifi.net
  • mariokartwii.gamestats.gs.nintendowifi.net
  • mariokartwii.gamestats2.gs.nintendowifi.net
  • mariokartwii.ms19.gs.nintendowifi.net
  • naswii.nintendowifi.net

Private servers generally follow the same naming scheme, while replacing "nintendowifi.net" with their own domain. More details about each server's purpose can be found here.

Point to Point Communication

The Wii uses a frequency of 59.94Hz (NTSC) as its time base. Clients send a status update to one of the other clients every other frame, which is approximately 1/30th of a second.

For instance, if client A is in a room with two other clients B and C, the latter will receive an update from A every 1/15th of a second. This delay increases with the number of players, reaching up to about 1/3rd of a second with a full room of 12 clients. This latency is the primary cause of lag in larger rooms.

The average packet length is approximately 220 bytes, resulting in a total traffic of about 7 KB/s in both directions, independent of the number of clients.

Race Packets

RACE packets are sent from each client to all other clients in the room. The packet is split into multiple records, which act as logical units. The packet header includes a CRC32 checksum to detect corrupted packets. The following table shows the packet structure and the different records.

Name Size Description
HEADER 0x10 The packet header.
RACEHEADER_1 0x28 A basic race data record.
RACEHEADER_2 0x28 A game mode-dependent race data record.
ROOM 0x04 Friend room lobby message record. The first byte decides the record type:
  • 1: Event start message (GP, Team, Balloon or Coin Battle).
  • 2: A player registered another player as their friend.
  • 3: A player joined the room.
  • 4: Regular room message (online chat).
SELECT 0x38 This record is sent between matches to set up the next race. One byte decides the phase.
  • 0: Match setup.
  • 1: Course selection.
  • 2: Voting lottery.
RACEDATA 0x40 (per player) Race data record, containing player position, inputs and other miscellaneous info.
USER 0xC0 User record, including friend code and one Mii for each player.
ITEM 0x08 (per player) Record containing each player's item status.
EVENT ≥ 0x18 Record containing item events, such as throwing an item or dropping one.

Additional Records

The following table shows additional records, which are not necessarily present in every race packet.

Name Magic Length Description
SLOT 46.FC.57.0X 0x08 The message following this record is to be forwarded to client slot X. If a client has bandwidth problems, it can use another client as a proxy to reduce its own traffic during a match. Such indirect packets are also prefixed by a SLOT record.
STATUS BB.49.CC.4D ≥ 0x14 A status record with various purposes. Byte 0x08 describes the record type. For example, it can be used to allow or deny access to a room.
HANDSHAKE FD.FC ≥ 0x14 NATNEG records. Type CONNECT_PING is sent through peer-to-peer, while all other types are routed through the NATNEG servers.
QUIT FE.FE.68 0x03 This record is sent when a client leaves a room. It is not prefixed by a CHECKSUM record.

States

This section describes what data is transmitted between clients during specific stages of gameplay.

Joining a Room

Friend Room

When a client wants to join a friend room, it sends a "GPCM90" type 1 message to the MASTER server. This asks the server for permission to enter the room, which will either be answered with a type 2 message (access granted) or a type 3 message (access denied). If access is granted, the new client and the host begin exchanging NATNEG messages to establish a peer-to-peer connection.

After completing NATNEG, the two clients send each other an empty race packet (ANNOUNCE) to indicate a successful connection.

The new player then appears in the room and starts doing NATNEG with all the other clients. Because NATNEG is very slow and does not run in threads, only one client can join a room at a time. Additionally, starting a match as soon as every client is in the room will cause significant delays, as the peer-to-peer mesh network (which can involve up to 66 connections with 12 clients) is incomplete.

Worldwide

As soon as a client has found a room through matchmaking, it sends an "asking for entrance" status message. If the room host is in the client's friend list, GPCM90 messages are used; otherwise, the STATUS messages are proxied through MS and/or MASTER.

Then, similarly to friend rooms, NATNEG is performed and an empty record (ANNOUNCE) is exchanged to mark the completion of the handshake.

During live view, only part of the main records are sent.

Friend Room Start

When the room host wishes to start playing, they send a ROOM message to indicate the beginning of an event. Each player chooses their character and vehicle, and the match setup begins. The setup has three phases:

  • Prepare: The waiting phase before players can interact with the game to view their rating or vote for a track. In this phase, the game is working in the background to synchronize the time, race settings and various other information across clients.
  • Voting: The voting phase, which lasts until every player has voted.
  • Lottery: The lottery that determines the track to play. While the winning track is already decided before the lottery even begins, the game uses this time to preload the track and finish synchronizing all the necessary information.

Countdown

Before the countdown begins, the host sends a "ready?" request to all clients. While waiting for the clients to respond, the loading icon will appear in the bottom right corner of the screen. Once every client is synchronized, the match can start.

Race Finish

As soon as the race leader reaches the finish line, their completion time is sent to all the other players, who then have a limited time to complete the race. When the race is finished by either everyone crossing the finish line, the maximum race time limit being reached or the aforementioned limited time running out, the "finish" phase is activated. The rankings will be displayed and the next race will begin.