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

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0
votes
1answer
199 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 ...
0
votes
0answers
50 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
136 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 ...
0
votes
1answer
714 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
1answer
42 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
26 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
24 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
41 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 ...
0
votes
4answers
120 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
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 ...
4
votes
2answers
356 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 ...
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 ...
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
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 ...
4
votes
2answers
3k views

UDP vs TCP in multiplayer mobile game

I'm working on a networked multiplayer game, initially for iOS. Even with TCP_NODELAY there are large fluctuations in latency. I can't be sure of the reason, but I would not be surprised if it was ...
6
votes
2answers
229 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 ...
0
votes
1answer
47 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 ...
-1
votes
1answer
50 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 ...
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
105 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 ...
2
votes
1answer
141 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
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 ...
1
vote
1answer
197 views

Algorithm for smoothing a network object's movement

We are building multiplayer game where there's no central server managing the game. Each player is responsible for sending out its state to all connected players. In addition, all clients run ...
0
votes
0answers
95 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
113 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 ...
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
80 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 ...
2
votes
1answer
139 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 ...
8
votes
6answers
3k views

Which server platform to choose [closed]

I'm going to write a server for an online multiplayer with these requirements: Pretty simple turn based game (think a card game) that is played entirely on the server (security reasons) Must be able ...
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 ...
9
votes
2answers
239 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 ...
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 ...
5
votes
2answers
150 views

Which game logic should run when doing prediction for PNP state updates

We are writing a multiplayer game, where each game client (player) is responsible for sending state updates regarding its "owned" objects to other players. Each message that arrives to other (remote) ...
6
votes
2answers
364 views

How do I duplicate a Box2d simulation, mid-simulation?

I want to serialize the state mid-game, send it over the network to an identical computer (same CPU, same OS, same binary), load it there, and have the two games run in tandem doing the exact same ...
2
votes
1answer
124 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 ...
2
votes
1answer
84 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 ...
1
vote
1answer
97 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
274 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 ...
2
votes
2answers
137 views

Using peer to peer for prediction in a client-server network model

By implementing peer to peer connections between clients in a client-server network model I should be able to increase the prediction fidelity as this theoretically would provide the client with other ...
2
votes
1answer
364 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 ...
3
votes
1answer
348 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
3answers
771 views

Is there a library or a framework that handles networking in an RTS? [closed]

I'm aiming for making a(n) RTS game with networking so instead of doing tedious stuff like networking I wonder if there is a library/framework that will save me the effort. I intend to make that game ...
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 ...