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

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4
votes
1answer
3k 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 ...
3
votes
1answer
131 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, ...
2
votes
2answers
2k 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 ...
2
votes
1answer
154 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 ...
2
votes
1answer
1k 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 ...
3
votes
1answer
302 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
171 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
94 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
272 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
80 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 ...
2
votes
1answer
203 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
550 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
486 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 ...
1
vote
0answers
39 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. ...
3
votes
1answer
255 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 ...
0
votes
2answers
227 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
55 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
181 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
66 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
122 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
120 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
154 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
2answers
275 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
3answers
102 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
835 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
353 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 ...
21
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
96 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 ...
1
vote
3answers
664 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 ...
2
votes
1answer
126 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
2k 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
299 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
169 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
33 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
377 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
100 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
78 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
493 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
95 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
188 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 ...
8
votes
2answers
1k 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
736 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 ...
0
votes
1answer
191 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
153 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
306 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
150 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
187 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
273 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 ...