The client-server model is a centralized computing model where one node (the server) performs some service for other nodes (the clients).

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UDP packet reliability and re-sending

Like most people on this exchange concerned with UDP client server connections, I've gone through the Gaffer on Games article about implementing reliability. I understand how the ordering and acks and ...
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1answer
47 views

Game server/client like wordfeud

My friends and I are creating a game for mobile platforms. We are now in the phase of creating the multiplayer part of the game. We know how to do it but we are not sure how the multiplayer should ...
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1answer
1k views

How do I create a simple RPG game server? [on hold]

I'm working on a Sprite Kit game. I'd like to make it a true multiplayer game, by which I mean that each person joining the game has their own camera. I've seen tutorials on multiplayer games where ...
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1answer
211 views

Client side latency when using prediction

I've implemented Client-Side prediction into my game, where when input is received by the client, it first sends it to the server and then acts upon it just as the server will, to reduce the ...
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2answers
947 views

How to implement the server-side game loop?

The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console. ...
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25 views

RakNet & Allegro Client/Server Program Lagging?

I have a simple RakNet program that I wrote up with Allegro, and when I run the program and connect the Clients to the Server, they program starts to lag and uses up practically all of my CPU. I ...
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1answer
146 views

Client/Server best way of telling client which player it is

I'm making a client/server, everything works grand its very simple, a simple login system, ID, empty variable and the X and Y positions of the player. Should my server tell my client who it is? and ...
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2answers
54 views

Any way to load/execute scripts (game-logic) included in a post-release DLC (Unity3D AssetBundles) on iOS since it seems its not allowed?

We are making a game where players will be granted access to new levels every week and these new levels will probably be downloaded from our server as Unity Asset Bundles The only issue is, as ...
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1answer
96 views

Should frame update and network packet sending synchronous or asynchronous?

I am making a game server that has 60 Update-Per-Second (assume I can most of the time achieve it). In the current model, my main loop does the following tasks in sequence: Update game logic ...
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2answers
29 views

Redeeming an item on a periodic basis

I want to allow a user to redeem a token every X time (i.e. 24 hours). Once they redeem it, they must wait X time again before redeeming the next item. This ensures that users must visit the app daily ...
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0answers
24 views

How to synchronize events to clients?

I need to keep the client updated on data that's rarely changed (like health) or when an event occurs (like when a player is attacked and should have "-10 hp" above him). Those 2 specific part should ...
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1answer
62 views

MMO - Boss Action Distribution

I was considering how MMO mechanics work and especially how NPC/mob decisions are calculated and distributed among players. Say for example that you have a team of 5 fighting a boss. The boss's ...
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2answers
90 views

Networking with UDP, should I keep sockets open on the server

I am working on making a 2D platforming game that will have multiplayer functionality. Over the last few days, I have done a lot of reading regarding how to deal with the networking, and believe that ...
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2answers
111 views

Do I need TCP socket?

My game uses UDP sockets to stream updates between server and client and I've also made a reliable channel that resends messages if there's no response and makes sure same message isn't processed ...
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3answers
3k views

Why does editing the client's memory in some MMOs allow them to cheat?

Why editing the memory of the game client works? Why so many "Hack protection" tools coming with the clients? If I were to design a client-server game, everything would happen at the server (the ...
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3answers
317 views

How can one add a level to an already published ios/android unity3D game on a daily basis?

How can one add a level to an already published iOS/Android Unity3D game on a daily/weekly basis? I know this probably isn't feasible but it won't harm if I just made sure of it. Our game requires to ...
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0answers
46 views

Security-minded design patterns / paradigm for client/server application

I am working on a client/server application and am starting to take it from proof-of-concept to actual implementation. The client is an Android application and the server is in PHP. In similar ...
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1answer
530 views

Why will my server not execute a command sent by the client in Unity 5.1?

I'm working on a very simple/basic client-server networking program, the basis of a future game I hope to create. Now the client program/project DOES successfully connect with the 'server ...
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5answers
532 views

Authentication between client, central server, and player ran server

I am developing an open source game that uses a client-server scheme similar to Minecraft. We will control the central authentication server that verifies an account is valid, while players will run ...
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1answer
147 views

Packet size vs packet frequency

I am making a multiplayer game in Java that uses a client-server model, where all important decisions are made by the server and communicated to all clients over UDP. Currently the clients and the ...
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1answer
62 views

Validating User Actions on the Server

I am currently working on a networked first person shooter. I have created a server implementation that can synchronize player data. But while implementing a damage system, I realized that I almost ...
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4answers
301 views

Is there any way to verify the GPS location data received from client?

The answer to this question may be "NO" but it's quite important so I think I might as well ask. This should be a problem for all client-server location-aware games where player locations in the ...
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3answers
238 views

Game Networking: Client request or Server Sending

I'm trying to implement a basic client-server setup for my game. But what confused me was how I would approach sending updates. Would I do: Server has a tickrate, let's say at 20ms. Each tick would ...
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4answers
534 views

How to avoid duplication using client-server model

I am using a client-server model to write a multiplayer-capable game (in Java). Currently the clients and the server are using the same code to run the game logic, in order to enable client-side ...
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1answer
248 views

How do I create a multiplayer server also suitable for local single-player?

I've created a voxel game in C++, OpenGL and SFML, and I want to make it multiplayer. I'd like to make it similar to Minecraft's client-server model: The single-player is just a client to the hidden ...
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1answer
95 views

Client-server architecture with box2d

I am running a client-server architecture with an authoritative server running box2d and the client running box2d as well. If gravity is set to 0, is there any point to linear interpolation and ...
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1answer
98 views

How to implement server side auto attack?

I'm writing a basic MMORPG and im trying to implement auto attack. At client side I send an AutoAttackMessage to the server. Should I send this message every X ms to the server, or juste one time ...
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2answers
70 views

Client Tells Server What Gamestate Data to Send Back

I'm just stepping into the world of MMORPGs and how they function, so assume I know very little. in a game, a client doesn't see everything that the server does. For example, the client can't see ...
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45 views

How to deal with cheat avoidance and trusted client issue [duplicate]

I hope not to be off-topic here. At the moment I'm dealing with networking programming for the game I'm working on and I found different possible scenarios. I started to build code using a Platform ...
6
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2answers
394 views

How to keep server-client clocks in-sync for precision networked games like Quake 3?

I'm working on a 2D top-down-shooter and doing my best to copy concepts used in networked games like Quake 3. I have an authorative server. The server sends snapshots to clients. Snapshots contain a ...
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1answer
181 views

Client-Server Game Communication (w/ Protobuf, Relevancy and Delta Compression)

So, I have reached another problem while trying to implement my client-server communication. From everything I've read there are three main ways to minimize packet size: Only send what has changed ...
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1answer
62 views

Application components dependancy and decoupling

In my client application I have two major components: GameCore - wrapper that handles everything about running the actual game NetworkClient - A layer that takes care of ...
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1answer
163 views

Should I switch to UDP for a mobile p2p game when considering 3G network?

I have been making a mobile game that is similar to "Street Fighter" where two players play with each other via Internet. The game sends out a small packet (controller status) to the other party ...
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1answer
133 views

Implementing Client-Server Delta Compression (with Protobufs)

I am writing a 2D real-time RPG in C# and I am trying to implement client-server communication using protocol buffers. I am trying to figure out how to implement delta compression to reduce message ...
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client-server network model for top-down WASD game [closed]

I'm currently working on a multiplayer game with top-down camera view and WASD player control, similar to Bloodline Champions. Projectiles, spawned by players are relatively slow and clearly visible, ...
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1answer
173 views

Is there a pattern for handling multiple game states?

I'm experimenting with writing a multiplayer game, almost from scratch (I'm using C++, OpenGL, ENet, and platform-specific APIs) with a client/server networking model where the server is ...
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3answers
224 views

Is it worth it to encrypt data?

I am using Java to write a moderately simple video game and I need to transfer some large files (edit: Live game data and possibly assets.) between the client and the server. I need to decide whether ...
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3answers
250 views

How do I resolve asynchronous client actions against an authoritative server state?

I have a multiplayer card game which I am in the process of developing. The game is relatively simple; players have a certain number of cards which they can activate, sell, or use in various other ...
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2answers
156 views

Using peer to peer for prediction in a client-server network model

By implementing peer to peer connections between clients in a client-server network model I should be able to increase the prediction fidelity as this theoretically would provide the client with other ...
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4answers
3k views

Should a socket server and game server be separate processes?

Assume a simple standard client/server game. For the server, is it worthwhile to have a separate process that listens for connections and messages from clients and sends the data via local sockets or ...
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1answer
142 views

Does compressing data before transfer make a game run faster?

I want to make my game as fast as possible as it is real time and fast paced. I have already decided to encrypt my data here and I was wondering whether compressing it would be faster for the client ...
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3answers
122 views

Player acceleration formula and using it with authoritative server

I know the theory behind authoritative client-server architecture, it works very well for character movement in a tile-based world: you send messages like "I moved one square to the right", the server ...
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2answers
985 views

How to handle realtime random movement with client side prediction

I'm building a realtime multiplayer game that runs the same 'physics' loop on client and server. I'm using a steering behavior 'wander' that is essential random movement. The client and server ...
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1answer
42 views

Device and user progression conflicts

Im designing a game with both digital currency and player progression, but have hit a confusing snag, where I possibly can't be the first to come to a decent solution. To keep it simple, it's a ...
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1answer
171 views

Server to client update rate

I am building a game that uses client-server architecture and have the following question regarding server to client updates. Currently the server is doing 60 ticks per second and is sending updates ...
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3answers
315 views

How should I store game data in a game server?

I'm new to game server development. I'm facing this issue: I want to develop a card game server, but I'm not sure about the solution to hold the game data while playing. Example: In a poker game, ...
2
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2answers
1k views

MMO Client / Server Architecture (NoSQL)

The main aim is to keep the games variables server-side for obvious security reasons. I believe having server-side code to check before updating the games database values will protect me from classic ...
4
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2answers
663 views

Running multiple box2D world objects on a server

I'm creating a multiplayer game using LibGdx (with Box2d) and Kryonet. Since this is the first time I work on multiplayer games, I read a bit about server - client implementations, and it turns out ...
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1answer
150 views

Multiplayer and creeps (NPC enemies): how to compute bullet hits given the lag?

We are making a multiplayer co-op game, where players will shoot not each other but AI enemies (creeps), controlled by the game. The chosen implementation is client-server with an authoritative ...
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1answer
184 views

Why is there a huge update-delay in my client/server code?

I'm working on my Java game with Libgdx and having trouble with the network code. I can create a server, make multiple clients connect to it, but there is a huge delay between the player's input and ...