The tag has no wiki summary.

learn more… | top users | synonyms

1
vote
0answers
40 views

Ensure packet owner from connection is the authentic user [duplicate]

In a multiplayer game, how can you be sure that the IP from a packet is the real IP? By spoofing I could send, for example, a "suicide packet" which tells the server that the owner of said packet ...
0
votes
2answers
125 views

How can I escape my field delimiter in my game's packet data?

For my game I decided to not encrypt my packet's payload. Instead I'm just going to check everything on the server to make sure the packet is legitimate. As I'm not doing any encryption, my packet's ...
2
votes
1answer
105 views

Is it important for reflection-based serialization maintain consistent field ordering?

I just finished writing a packet builder that dynamically loads data into a data stream for eventual network transmission. Each builder operates by finding fields in a given class (and its ...
6
votes
1answer
259 views

Game Networking Update Packets

So, I've been working on a project for a while which is basically just a little 2D game. The fun/hard part is that I've been trying to make it work as a multiplayer game. Right now, the game is just a ...
1
vote
2answers
798 views

Packet handling system architecture?

I'm working on a multiplayer Flash game (ActionScript 3) with an accompanying server written in Python and I'd like some tips regarding networking, and specifically, the handling of packets and ...
1
vote
2answers
1k views

Networking Client Server Packet logic (How they communicate)

I want to know what is the logic behind server client communication through packets for a real time game. for example the server sends x packets then the client receives x packets and processes them.. ...
1
vote
1answer
1k 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 ...
6
votes
3answers
772 views

Networking for RTS games with lockstep using UDP

Apparently from what I can gather Starcraft 2 moved to UDP in a patch. Now obviously with fps games there is no dispute that UDP is the only way to go. But with RTS games what benefits does UDP give ...
3
votes
2answers
779 views

Elegant way to handle packet loss in a lockstep P2P RTS?

What's an elegant way to handle packet loss in a lockstep simulation peer-to-peer RTS where only player input data is sent over the network? For example, let's say it's tick 1000 and player 1 sends a ...
9
votes
4answers
353 views

Can packet latency fluctuate?

Can the time it takes for a packet to be transmitted from a client to the server fluctuate?