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

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30 views

Framework with multiplayer? For DotA like game [on hold]

I'd like to create realtime multiplayer, DotA like game, the problem is - realtime multiplayer is really, really hard to do properly. I wonder, if there's a game framework that has full support for ...
0
votes
0answers
24 views

Unity 5 Networking Send Rate: Send Rate is Zero but server movement is still happening

I have a client server scenario, just a player moving about on the client and he moves about on the server using the built in networking provided in Unity 5. I have my client scene running in the ...
0
votes
0answers
16 views

invaliduriexception with photon unity

I am using photon unity networking right now to make a multiplayer game. When I publish to windows the build works fine, but when I change unitys build settings from windows to webgl it gives my a ...
0
votes
1answer
31 views

Unity 5 Server Side Physics - Alternative to constant position update?

I am looking into reducing load in client server games for a uni project and am looking at physics. The idea is that if a very low powered device tries to carry out some physics heavy action that it ...
0
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0answers
24 views

Unity3D LLAPI and Pyhton UDP communication

I need a Unity3D game on Android to receive UDP packages from a Python script running on a different device. Using System.Net is not (yet) an option, as it is only supported on Android with a valid ...
0
votes
1answer
29 views

UNET Error handling

I am trying to handle errors received by a UNET (new Unity3D networking) client. The below code successfully connects to a server when it is present, but obviously gives a timeout error when there is ...
0
votes
1answer
40 views

How to measure packet latency?

In the context of lag compensation, one needs to know when the command is instantiated on the client (this can be named as "command execution time" as well). AFAIK, there can be 2 methods for this: ...
0
votes
1answer
30 views

Lag compensation in rocket game context

I have read a lot of papers recently to understand the lag compensation concept recently. They were all about the same context: shooter game where bullets move in infinite velocity. The most ...
0
votes
1answer
43 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 ...
0
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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 ...
0
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1answer
66 views

Real-time movement client to server to client(s)

So the way that I tried to create a MMO like server communication was by sending strings to every-player containing information and making the client split the string. Example "John" , 42, 64 : ...
-1
votes
0answers
38 views

Does game servers use optimised packet builders?

I am a Unity developer, i have worked with all popular networking solutions, such as Unity built in, pun, photon server, smartfox, unet. Recently, for my own personal project i wrote my own server, i ...
2
votes
0answers
75 views

Moving a character based on a list of Vector 3's

I have a client server scenario. On the server there is an AI character who chooses a random point on the map and pathfinds to it, when at that point it chooses a new point and pathfinds again etc. ...
1
vote
1answer
25 views

Client and server loops don't match up

I'm trying to build a small networked game using WebGL and NodeJS. I have a basic client and server setup and I'm at the point where I'm trying to implement dead reckoning to simulate what happens on ...
1
vote
0answers
13 views

Reading messages from a certain client in Lidgren

I'm setting up a game with Lidgren, and I was wondering if there was a way to read a message from a certain client instead of just from the server as a whole, such as- //Why doesn't this exist? ...
0
votes
1answer
53 views

Network game syncing

I'm creating a networked game and I have a huge problem understanding how to keep everything in sync. Right now I have a server and a client and the client can log in and move a character around using ...
11
votes
4answers
2k views

How do you allow networking code to be written in the later stages of the development?

I'm currently in the early progress of writing a game which I eventually will want to improve in most aspects. How can I skip out on writing network code yet leaving it fairly easily implemented, that ...
2
votes
0answers
30 views

Lidgren not starting server properly

I have a server set up for my game with Lidgren, and it works well when I have it set up on one machine, but if I try to run the server on another machine, I am unable to connect from other machines. ...
0
votes
1answer
114 views

Making a master server in Photon Unity Network?

I am trying to make a game that requires a dedicated server running 24/7 and I would like to use Photon Networking but can Photon Network handle/do a dedicated server setup? The reason I ask is ...
0
votes
0answers
30 views

How to detect when client state drifts from server state?

I'm obviously talking about an authoritative server to which client sends commands and gets state updates. My question is when I get a position update and know how many milliseconds ago it was ...
1
vote
2answers
82 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 ...
6
votes
1answer
128 views

(Unity) Optimised networking solution for many moving objects

I've currently undertaking quite an ambitious project. In short, it's a real time multiplayer strategy game which has bacteria mechanics. Essentially, I have two remote players in the environment, ...
0
votes
2answers
110 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 ...
1
vote
1answer
297 views

Unity 5 Client RPC call: Failed to Invoke ClientRpc

I have a Unity 5 client and server running. On the server a path is generated and I want the client to receive the position of each target node on this path. Following the Client RPC calls section ...
2
votes
0answers
56 views

P2P Online Gaming, it is viable? [closed]

I am working on a Peer to Peer based Online Gaming system. I plan on using it for running a decentralized MMORPG in which there are no central servers and traffic is routed evenly among each ...
3
votes
2answers
75 views

Authoritative movement with client side prediction

I don't fully understand how client side prediction works with authoritative movement. Let's say we have: client at position(0,0) server at position(0,0) Now the client wants to move forward ...
3
votes
1answer
132 views

How should I send packets to multiple clients on UDP? [closed]

I'm developing a 2D action side-scroller shoot-em-up game and I recently implemented the multiplayer aspect. When the server sends packets containing the game state (which are about 500-700 bytes) ...
1
vote
3answers
106 views

Only send moves for P2P 2 player LAN game?

I am making a 2D network game. The concept is simple, a player have to shoot the other player to win. I'd like to improve this game ( add a map, items, monsters, w/e ), but later. This is my first ...
2
votes
1answer
899 views

How do I make the host work in UNet?

According to the "High Level API" documentation, unless I misread something, a Host "just" runs both as a Server and as a Client, so much that it would require no special support, i.e. it should run ...
2
votes
1answer
71 views

Client interpolation for 100% serverside game

I'm developing an online browser MMO 2d war game. And I'm having some issues with the interpolation. The server sends updated positions to the clients every 90 ms. I've managed to make it smooth, ...
1
vote
2answers
447 views

How do I Sync data from client to server?

I'm trying to Sync data from the client to the server using the new Unity Networking, and I'm failing for some reason. I've set up a prefab with a NetworkIdentity component with the attribute Local ...
1
vote
1answer
92 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 ...
1
vote
0answers
45 views

Network architecture for high-traffic multiplayer [closed]

What are the pros and cons of P2P and client-server network architectures for high traffic multiplayer game? What is the best architecture for lag free multiplayer? I think that P2P will be less ...
1
vote
1answer
270 views

Spawn scene object not found for 1

I'm getting this error with the new Unity Networking (5.1): Spawn scene object not found for 1 UnityEngine.Networking.NetworkIdentity:UNetStaticUpdate() This happens in the client, when it connects ...
2
votes
1answer
129 views

Implementing The Command Pattern - Undo And Entity References

I am trying to implement a replay/undo system for a turn based strategy game I am currently working on. A sample move could go as follows: 1. A players select a pawn and gives it an attack command. ...
1
vote
1answer
87 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
88 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
129 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
61 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
68 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
142 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
124 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
23 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. ...
2
votes
1answer
171 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
142 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
51 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
votes
0answers
79 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
32 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
110 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
58 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 ...