Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

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1
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1answer
38 views

Server networking - Thread per player

As my game is purely multiplayer, online performance is important. Should I run two threads for each player/connection? (One for input and one for output) or should I run one thread for all player ...
2
votes
1answer
76 views

What is an acceptable receive rate for a client?

I've noticed that syncing a transform( in Unity, so a Vector3, and a Quaternion ) ends up being close to 1000 byes per second received on a client( send rate of 20hz ). Multiply this by a generous 20 ...
2
votes
1answer
86 views

Which is the better way to distribute server workload for MMO server?

I'm making a server for MMO in Unity, which implies that I'll have a big world, split into maps which will be on different servers (to distribute the workload), managed by one master server. Now I ...
0
votes
1answer
38 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 ...
1
vote
1answer
22 views

Changing scene while joinin room and RPC buffer problem

I have a button to create and join a random room in my main menu. After the client joins (or creates and joins) a random room, i change the scene to game(main) scene in "OnJoinedRoom" function. It ...
4
votes
1answer
80 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 ...
2
votes
1answer
80 views

How do we make online games deterministic?

I am trying to understand how networking in games work as I am trying to make an online game myself. I can't grasp how it is possible to synchronize the players, in order to make the game ...
0
votes
0answers
17 views

In snapshot-based networked game does client store N snapshots as well?

I understand that in a snapshot-based network replication system the server holds onto N full snapshots and uses incoming ACK'd data from the clients to construct delta snapshots. This makes sense. ...
1
vote
1answer
136 views

RPC events with client side interpolation

I've implemented client side interpolation, where a specified delay is put on each client. This allows them to interpolate between positions and rotations. Unfortunately, this means every thing else ...
1
vote
2answers
96 views

Game networking, limiting amount of movement packets

I have been developing a server/client model for a game project I am working on. Everything works great, client side prediction works, server reconciliation works. Basically, the character can move ...
2
votes
1answer
48 views

Does the order in which RPCs are called match the order they are invoked locally?

For example: void A() { Debug.Log( "A was called." ); } void B() { Debug.Log( "B was called." ); } void C() { NetworkView view = GetComponent<NetworkView>(); if( view != null ) ...
0
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0answers
41 views

How to smoothly display opponents in realtime multiplayer game

I'm implementing a small-scale multiplayer racing game. As of right now, the client sends updates to the opponents on a fixed interval (or as fast as possible), containing location on the map etc. ...
0
votes
0answers
17 views

Entity interpolation with a Unity listen server

How can this be done? I've implemented client side interpolation but I'm at a loss on how to implement it on a listen server. In order for the listen server player to see the same thing as the ...
1
vote
1answer
103 views

Property replication vs RPC notifications

I'm not talking about something such as an object position, which changes very often. I'm talking about some object state that may be changed infrequently, such as a door opening and closing. Would ...
0
votes
1answer
30 views

Send a prefab over network in Unity

I want to instantiate an object on only the server and one client. This means Network.Instantiate is out of the question and I have to instantiate it manually. Since Network.Instantiate takes a ...
0
votes
1answer
74 views

How do I create a server for an existing game I don't have the source for?

I was wondering if it is possible to create a dedicated game server for a game that already exists and you don't have access to. For example, a game on Steam that only allows multiplayer through ...
0
votes
0answers
23 views

LIBGdx - Kryonet with an InetSocketAdresse

I'm trying to implement Kryonet in my game and i'm facing some trouble. Using the source from the code i develop my server like that : try { this.server = new Server(); ...
2
votes
2answers
53 views

Synchronisation on a non authoritative networked peer to peer scene

I currently have a piece of coursework that requires 3 or more 3d simulations connected via p2p to maintain a simulation that is visually consistent amoung all peers. A big issue is that I'm not ...
1
vote
1answer
90 views

Simple Tanks game - Client-Server communication approach doubts [closed]

I want to create simple a multiplayer 2D game with tanks ( cooperative ) in C# with .NET. I also want to keep it simple, because it is only a semester project, and unfortunately i don't have time to ...
3
votes
1answer
176 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 ...
19
votes
3answers
3k views

Why do some networked games use interpolation and some use pathfinding for remote movement?

This is a bit of an open question but I'd like to see someone contribute a good reasoning for both. For a quick example of both: Interpolation Model Think the Valve model where the client is ...
1
vote
1answer
38 views

Why do Unity networking libraries fail when building for the Windows Store?

I am using Lidgren and RSA in my networking framework, but things like IPAddress are "nonexistent" when I try building for windows store. RSA classes don't work, either. Why is this? How could I ...
0
votes
3answers
106 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 ...
0
votes
1answer
37 views

GameObject scope over RPC call

Debugging my code I faced some unexpected behavior. I called an RPC using uLink.NetworkView on the server passing some parameter including a GameObject tagged as Player. Inside that RPC I make a ...
0
votes
1answer
153 views

How to send object transform position coordinates over UDP from Unity 3D

I'm trying to send the x, y and z coordinates of an in-game object over UDP. I found a script in a Unity forum which should send info over UDP and as I understand it it should send the information ...
15
votes
5answers
3k views

What is better? Lots of small TCP packets, or one long one? [closed]

I am sending quite a bit of data to and from a server, for a game I'm making. I currently send location data like this: sendToClient((("UID:" + cl.uid +";x:" + cl.x))); sendToClient((("UID:" + ...
0
votes
1answer
79 views

Player position on second player connection

I'm having some trouble trying to run my game for the multiplayer part. I'm creating a 2d game. I have followed this tutorial : ...
2
votes
2answers
112 views

Should I ping for a TCP-based game?

I have a head-to-head game where two players communicate through a server based on TCP. I am planning to implement a ping/pong mechanism in order to detect network disconnection situations. For ...
1
vote
0answers
24 views

Can a local UDK server have two clients connected locally?

To do some basic testing on players interacting with other players I would need to have at least two players in my world. My solution is to run the server from my computer, then run two clients. When ...
0
votes
4answers
147 views

Assign each player a unique ID?

For my game's multiplayer matchmaking and back-end, every player is assigned a unique GlobalID and LocalID. The GlobalID is used for keeping track of all players and the LocalID is for keeping track ...
1
vote
1answer
69 views

What's the scope of RPCs in unity?

I can define several RPCs in unity and I can call them via the networkView component. But it seems that it gets the RPC called regardless where it is defined. So I was wondering to know how do the ...
0
votes
0answers
60 views

Hiding actual IP of a Game Server [closed]

I've developed a game server which has 3 layers Login Server(That connects AI Server) AI Server(That connects game logic server) Game Server I want to prevent DDOS attacks as much as possible and ...
4
votes
2answers
407 views

How do I efficiently send RTS unit selections over the network?

I have a multiplayer RTS game with every unit assigned an ID. How can I efficiently send across a network the units selected by a player? For example, Starcraft 2 has upwards of 200 units per player ...
0
votes
0answers
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 ...
1
vote
1answer
32 views

UDK ping check without joining a game?

I have made great strides in creating a custom built server browser for UDK. It registers servers with a master, and the client can download the list and populate the server browser. However I'd like ...
0
votes
1answer
69 views

PlayFab Custom Server Integration

I want to use PlayFab to host and manage my server instances but I'm unclear on how to implement the requirements they listed here. My server SDK is in .Net and I'm hoping I can fulfill all the ...
6
votes
2answers
287 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 ...
2
votes
1answer
283 views

NAT punchthrough failed

I finished my game while I was unaware of this error since it only shows up when I disable "WIFI" on my phone and testing it with 3G and 4G. Otherwise, when both devices are on my personal network ...
-1
votes
1answer
69 views

How to estimate number or packets required to sent per second in a multiplayer lockstep RTS game?

Considered a typical lockstep implementation, what's a solid rate to send packets at for UDP protocol that games can start with in the beginning? If anyone has experience in this field, I'd like to ...
1
vote
2answers
78 views

Encoding/decoding data with byte arrays

For my multiplayer game, I'm trying to figure out a system to send multiple pieces of data from one client to another and separating pieces of data. When sending a message, all parameter data has to ...
0
votes
0answers
153 views

Unity Photon/PUN - Updating booleans with RPCs

I'm using the latest version of unity with Photon's PUN library. I used a tutorial to make a really simple multiplayer game (cubes moving around) which works fine. Now I'm trying to make a turn based ...
2
votes
1answer
104 views

RTS Lockstep: How to deal with high latency and packet drops?

In the lockstep RTS model, I understand how games can be made deterministic by sending across commands to run at designated frames in the future. Then, to keep everyone in sync, confirmations are sent ...
0
votes
0answers
140 views

Unity Networking RPC confusion

I'm new to Unity Networking as well as networking in general. I am looking to call an RPC on multiple machines, but for the RPC to do something different if the machine executing the function is not ...
2
votes
1answer
144 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 ...
1
vote
1answer
99 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 ...
2
votes
1answer
95 views

how to sync two players to start at the same time for a head-to-head networking game?

I am developing a game similar to "Street Fighter" and two players can fight each other via Internet. The networking model is "lockstep" by trying to sync user controller status for each frame. When ...
0
votes
1answer
92 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 ...
4
votes
1answer
78 views

Lockstep dealing with lag

I understand how properly connected clients in a lockstep model deal with lag but what about the lagger? How does the lagger know that he or she is lagging? Should I continuously ping the central ...
2
votes
1answer
175 views

In-Depth Lockstep Explanation

I'm making a multiplayer game built upon a lockstep system and I'd just like a better grasp on the concept. My main question is on how to get every command to simulate at the same time on every ...
3
votes
0answers
91 views

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, ...