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title: Zero-Latency Quizzing: How P2P Replication Solved the...
description: A developer built KahootP2P, an iOS quiz game that runs entirely over local peer-to-peer networking with no internet dependency. Using Couchbase Lite...
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og:description: A developer built KahootP2P, an iOS quiz game that runs entirely over local peer-to-peer networking with no internet dependency. Using Couchbase Lite...
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# Zero-Latency Quizzing: How P2P Replication Solved the Conference Wi-Fi Problem

**[Couchbase](https://daily.dev/sources/couchbase)** · 9 min read · 0 upvotes · 0 comments

## Summary

A developer built KahootP2P, an iOS quiz game that runs entirely over local peer-to-peer networking with no internet dependency. Using Couchbase Lite Enterprise's P2P replication and Bonjour for device discovery, the app solves the conference Wi-Fi bottleneck problem by keeping all data traffic local. The architecture models game state as Couchbase Lite documents — questions, answers, scores, and leaderboard — with bidirectional replication between a host device and player devices in a star topology. The post covers device discovery via Bonjour, scoring with the host's monotonic clock to avoid NTP dependency, reactive UI with Combine, and Codable integration for clean Swift model mapping. End-to-end latency from host action to player screen update is under 100ms on local Wi-Fi.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.couchbase.com/blog/zero-latency-quizzing-how-p2p-replication-solved-the-conference-wi-fi-problem>

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---

Tags: [#swift](https://daily.dev/tags/swift), [#peer-to-peer](https://daily.dev/tags/peer-to-peer), [#offline-first](https://daily.dev/tags/offline-first)

[View this post on daily.dev](https://daily.dev/posts/zero-latency-quizzing-how-p2p-replication-solved-the-conference-wi-fi-problem-kpfm5tq4n)

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