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

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0
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0answers
45 views

Do I need to be concerned about security for my game server? [on hold]

I have a game server where clients can connect to and communicate with via TCP. Any device can connect to the server if it knows the IP and port. I am wondering if I need to add some security to the ...
0
votes
1answer
36 views

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

I'm using Unity 3D for the first time (university project) and need some help. I'm trying to send the x, y and z coordinates of an in-game object over UDP (I'm also very new to scripting), below is a ...
0
votes
0answers
25 views

Exception with Lidgren on Mac OS X [closed]

I was looking for a low level library for handling TCP/UDP sockets on the server for a long time. I came across Lidgren and I was thrilled - reliable and unreliable messages, sequences and unordered ...
0
votes
0answers
23 views

Is point to point networking suitable for mobile games? [closed]

Could I use a mobile phone as a server in point to point gaming? Are ports usually open over carriers and what ping can I expect over 3g/LTE?
14
votes
5answers
2k 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
40 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
103 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
19 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
117 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
54 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
50 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
354 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
44 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
20 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
46 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
228 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
133 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
49 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
61 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
91 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
97 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
112 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
103 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
69 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
78 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
72 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
62 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
137 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
76 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, ...
0
votes
1answer
65 views

In lockstep networking game, how to handle sudden lags and disconnection?

I am trying to implement a game similar to "Street Fighter" by using lockstep networking model so that two players can play remotely via Internet. I have read a lot of articles about lockstep ...
2
votes
3answers
116 views

Is this a viable architecture for lag compensation?

In some games/engines (such as Source), the server compensates for latency by applying player inputs in the past. Whenever the server receives a player's input for a frame, it rewinds the game to the ...
2
votes
1answer
123 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 ...
3
votes
1answer
85 views

Sending Client Input to Server (which way?)

I am trying to get networking working for my game, I've read several sources of information about this subject but one thing is still unclear for me. The way I process client input is by executing a ...
1
vote
1answer
96 views

How to securely retrieve game stats from clients in a p2p game network?

I'm working on a P2P game and I know I should never trust the clients. I my architecture, there is a "Master Server" that stores game room (host) informations. Players can create their own rooms ...
2
votes
1answer
345 views

How can I make Network.RPC call a method with params object[]?

Why do I need to do this? The game I'm working on fully conforms to a component style design. Every component that a game object uses is placed on the object and is disabled/enabled based on it's ...
2
votes
1answer
267 views

How to output to the Oculus and a 2D screen?

We'd like to present an Oculus game to a large group of people. Not everyone will have an Oculus headset, so we'd like to output to both the Oculus and a second display. The problem is that the ...
3
votes
1answer
347 views

How can I separate component functionality from networking logic?

Is it possible to make network independent components that allow networking details to be specified externally? For example, if I have a "Follow" script that follows a game object, it would need to ...
2
votes
1answer
83 views

When two RPC methods have the same name, which is called?

I have a situation where I would want two of the same components( in a hierarchy ), to be on a GameObject. If this component has an RPC method, it obviously cannot change name per instance of the ...
7
votes
3answers
2k views

Are completely dumb client multiplayer games feasible? [closed]

Is it possible to make a networked game, where each client displays a pixel array sent to it by the server, and sends inputs back to the server? This would be much simpler to implement than using ...
9
votes
2answers
238 views

How would a game-state snapshot system be implemented for networked real-time games?

I want to create a simple client-server real-time multiplayer game as a project for my networking class. I've read a lot about real-time multiplayer network models and I understand the relationships ...
1
vote
1answer
47 views

What are some rarely-mentioned networking models/strategies? [closed]

I've been thinking about multiplayer and networking a lot lately, and I've found oodles of information, but I feel like there might be some standard models or strategies for networking that I haven't ...
0
votes
1answer
58 views

Using RPC's for movement of an object across a network [closed]

I've been building upon http://www.gamasutra.com/blogs/DarrelCusey/20130221/187128/Unity_Networking_Sample_Using_One_NetworkView.php At the moment when I spawn a sphere on the server it spawns on the ...
0
votes
1answer
692 views

Sending RPC calls from server to client inside Unity

In my game inside Unity, I have two scenes setup. One for the main server ( acts like authoritative server ) and the other scene for my client. The game starts once my client connects to the server. ...
0
votes
0answers
99 views

Passing random number parameter to RPC call inside Unity

So I have posted a similar question previously but this is more specific to actual code that I am trying to implement for a multiplayer game that I am working on for IPAD. In short, this will be a ...
0
votes
0answers
50 views

Rewriting the existing code for RPC in Unity

So I am basically done making a game inside Unity. The next phase is for me to make the game run on different IPAD devices ( max 4 ). So the main game would run from a PC which would act as a server ...
1
vote
1answer
128 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 ...
4
votes
1answer
133 views

Executing commands at the exact same time on 2 or more computers

I have an RTS game, with deterministic simulation, but if I want multiplayer to actually work, I need commands sent between computers to be executed at the exact same time. My game's networking is ...
4
votes
4answers
303 views

How do I prevent receiving data from the network from dropping rendering frames in a multiplayer game?

I'm building an HTML5 massively multiplayer online game. I've been working on this project for awhile, but am having some trouble sorting through a couple of performance issues. Since this is a ...
2
votes
1answer
181 views

Lidgren peer to peer

I am currently integrating Lidgren into my Unity game. I need to move away from the built in networking capability in Unity because of the style of game I am making, basically MMO, I will have far too ...
0
votes
0answers
74 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 ...