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

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-1
votes
0answers
15 views

How to create an android mobile controller for a game in pc using unity?

Basically i need the android device to send touch inputs to the pc. I have searched extensively but can't any relevant articles to do so. Please help me !
15
votes
3answers
2k views

Should I keep login server apart from game server?

I'm thinking of making a MMO server, and I've been looking at how other games structure their network. One of the things I've noticed is that there's always a Login server and then the game server(s). ...
0
votes
2answers
80 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
2answers
122 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 ...
0
votes
1answer
45 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
44 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 ...
0
votes
1answer
52 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 ...
2
votes
1answer
321 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 ...
1
vote
1answer
280 views

Decentralized Matchmaking in Unity?

I'm making a card-playing game, similar to Magic Workstation. I've been looking into several options for networking. I have a working LAN version with the build in Unity networking, as well as Photon ...
2
votes
2answers
57 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 ...
0
votes
1answer
182 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 ...
1
vote
1answer
57 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, ...
3
votes
1answer
84 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) ...
2
votes
1answer
24 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 ...
0
votes
1answer
2k 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. ...
-1
votes
0answers
27 views

Protocol for stats transfers [closed]

My company is designing a poker style game. I have the work of designing the API and optimal network connections. What do you think is the most optimal protocol to be implemented for sending game ...
0
votes
3answers
93 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 ...
0
votes
1answer
104 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 ...
1
vote
1answer
41 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 ...
1
vote
1answer
166 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
69 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 ...
0
votes
1answer
93 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 : ...
0
votes
0answers
30 views

Kryonet with multiple clients overhead server, how to deal with this? [closed]

I'm developing a server-client multiplayer game using Kryonet and libGDX. My server contains 100 entities and sends updates at 20 packets per second to clients using udp. Each packet contains the 100 ...
2
votes
1answer
152 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
0answers
31 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 ...
0
votes
2answers
64 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
1answer
88 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. ...
-4
votes
0answers
38 views

CS-go api get server ip of x player

Hi I am trying to get the server ip of any player. I know I can find server information by using A2S_INFO and players information on this server with A2S_PLAYER. So is it possible to find what ...
1
vote
1answer
65 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
108 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 ...
4
votes
1answer
96 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 ...
0
votes
1answer
54 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
101 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
19 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. ...
0
votes
3answers
3k views

How can I make RPC function calls in Unity?

I am making a multiplayer game. I am sending score via the server and client but I want to be sure that can I call an RPC function of a script from any other script. For example, say Table_Manager as ...
2
votes
1answer
50 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 ) ...
4
votes
3answers
700 views

MMOFPS Choosing protocol for high-traffic network (UDP or TCP)? [closed]

my question about the player position sender protocol. In this article, he says "Never use TCP for networking a multiplayer game". Ok but UDP datas are not ordered. In this case, if somebody walking, ...
76
votes
6answers
15k views

How can I simulate a bad internet connection for testing purposes?

I am developing an online multiplayer game. It works well when I test it on the local area network, but before I release it I would like to test how the user-experience works out for someone who has ...
1
vote
1answer
106 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 ...
37
votes
9answers
5k views

How are deterministic games possible in the face of floating-point non-determinism?

To make a game like an RTS networked, I've seen a number of answers here suggest to make the game completely deterministic; then you only have to transfer the users' actions to each other, and lag ...
0
votes
0answers
56 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
27 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 ...
3
votes
1answer
483 views

Client and Server game update speed

I am working on a simple two player networked asteroids game using XNA and the Lidgren networking library. For this set up I have a Lidgren server maintaining what I want to be the true state of the ...
2
votes
2answers
2k views

Client-Server RTS networking with lockstep and lag

The peer to peer lockstep networking model would seem to indicate that everyone's input is delayed the same amount. And so this would indicate that everyone would feel the same lag in response to ...
0
votes
1answer
40 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
3answers
156 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
81 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
1answer
331 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 ...
4
votes
5answers
317 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 ...