The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.

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0
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0answers
30 views

How should I store game data in the multiple servers [on hold]

I'm developing multiplayer game server on NODE.JS, with SOCKET.IO. For one server I'm saving game instances in memory variable. But few minutes ago I though, what should I do, if there will be a ...
0
votes
0answers
28 views

How to communicate from the server to the client? [on hold]

I would like to build a multiplayer game for iOS and Android. The game would have users logging in and play each against the other. The clients will make calculations and update the main server. But ...
1
vote
1answer
50 views

Should I consider a cloud-based networking solution?

In my spare time for the past few years, I have been working on both the front-end and back-end for a space-based online game. This game is initially designed for the PC, and is hopefully able to host ...
1
vote
0answers
19 views

Client/Server player views

Trying to decide the best course of action to implement the in view and out of view of players in a server/client 2D game. Below is some highlights of the system: Map sliced into squares. Each ...
2
votes
2answers
98 views

How to design a server for a multiplayer game? [closed]

I'm trying to write a multiplayer game where players join small matches with other players. What I also want is a way for players to login and go online. How would I design the a server that could ...
0
votes
1answer
30 views

Sending message to all players in room from Photon server?

I need to send a message to all players in the room from a Photon server. Sending the message from a player would introduce too much latency so I need the server to collect data and distribute ...
0
votes
2answers
121 views

How do I keep a PHP server running forever?

I'm making a web game RTS, it's mostly create units, manage resources, attack with army, and level up factories. I have created the basics of the game using Javascript, PHP, and MySQL databases. I use ...
2
votes
0answers
30 views

Best practice/way for client to speak with server

I'm making a multiplayer game in HTML5 Canvas and Node using Express and Socket.io. It's a platformer style game and so far the players are able to see each other and move around on the screen. It ...
2
votes
1answer
83 views

2015 android multiplayer server based Implementation

There are a lot of old posts about multiplayer implementations on SE, so i'm looking for an up-to-date answer. What is the best server-client implementation of real-time multiplayer now? I have an ...
-2
votes
4answers
117 views

Structure for online game server

i'm trying to write a server for my little game and i'm wondering about server structure. Let me explain that. Let's say i will create game in which you could edit skill stats, character basic stats ...
-2
votes
2answers
115 views

What software to use to make games for free with commercial use? [closed]

I am going to make a 2D game, I need free software for my team of five or less people. I should be able to sell in-game currency but the game will be free. The software should be able to compile the ...
0
votes
0answers
17 views

Changing game variables through network in run time for debugging

I want to implement a system in my game that will allow me to change in game parameters on runtime through the network. Lets say my game is running on a ps4 or xbox one, I want to be able to register ...
0
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0answers
80 views

Coding against packet injection?

So suppose a game is such that when a player clicks a button a packet is sent to the server with some parameters. And let's say only one of the players in a room can click the button and it's disabled ...
2
votes
1answer
201 views

What type of networking archtitecture does Unreal Engine 4 have?

I am working on online multiplayer FPS on UE 4 with up to 16 players. I am now at the making architecture model, stage. I am doing research on possible server architecture model with respect for ...
1
vote
2answers
33 views

Redeeming an item on a periodic basis

I want to allow a user to redeem a token every X time (i.e. 24 hours). Once they redeem it, they must wait X time again before redeeming the next item. This ensures that users must visit the app daily ...
2
votes
0answers
143 views

hosting a windows game on a linux server [closed]

there! I am currently working on a game on Unreal 4, and although im still in early production(barely any code written, mostly visual assets at this point), i want to ask this now, so that i know how ...
0
votes
1answer
79 views

How to design game server to mitigate DDOS attacks [closed]

I'm in the design phase of a turn based game with low load on the server (<1 message every 10 seconds per user, <50'000 users at a time). The game is multi-platform. The protocol has not been ...
4
votes
3answers
512 views

How can one add a level to an already published ios/android unity3D game on a daily basis?

How can one add a level to an already published iOS/Android Unity3D game on a daily/weekly basis? I know this probably isn't feasible but it won't harm if I just made sure of it. Our game requires to ...
2
votes
1answer
2k views

Why will my server not execute a command sent by the client in Unity 5.1?

I'm working on a very simple/basic client-server networking program, the basis of a future game I hope to create. Now the client program/project DOES successfully connect with the 'server ...
2
votes
1answer
134 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 ...
1
vote
0answers
56 views

How do I get line numbers in a unity headless server's stack trace?

For some reason Unity 5 doesn't allow me to do a developement build of a headless server, and this is quite a problem when debugging, since I get stack traces without line numbers, such as: ...
1
vote
1answer
131 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 ...
1
vote
0answers
101 views

Basic mmo client/server relationship. Is my approach correct? [closed]

Lately a friend and I have been thinking about making an mmo after we finish highschool and while I have more than some programming experience I have never before made anything like an mmo so two days ...
1
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0answers
34 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
1answer
147 views

Task vs Thread with execution queue [closed]

My game server will have to respond to requests very often, so I consider threading a good option. But should I use Task class from .NET or have several threads that would execute requests which I ...
0
votes
0answers
108 views

Store a Unity map on server-side

For a 3d Hack'n'Slash game I am currently using Unity as client and Java wit OGserver (Netty with some game-related features) as Server. I am on the map part of the development, actually I just have ...
1
vote
0answers
94 views

Simple Game Server [closed]

I have a simulation game where I need a simple server that doesn't take any input from the player - just runs an update code sequence every so many seconds. I need this code to run even if there are ...
0
votes
1answer
97 views

How does one write a wrapper for a game server? [closed]

From what I gathered, wrappers mimic the game server in question, receiving packets from client and sending them to the server (and vice versa). It acts like a bridge between the client and server, ...
-1
votes
1answer
149 views

TCP For RTS Game?

My RTS game abides by the lockstep system so keeping everyone up to date is import and guaranteeing the safe arrival of packets would make my life a lot easier. With that said, I still need decent ...
0
votes
1answer
188 views

maps in a multiplayer diablo clone - unity3d

I'm messing around with unity3d free, trying to figure out if i can get away with using its readymade graphic engine. I have some problems figuring out how maps should be implemented/handled (the ...
1
vote
0answers
155 views

Scalable server for MMO [closed]

We are looking for the solution for game server for instantiating game instance on nodes. We tried to use this solution, but it has scalable problems, as you can see on diagram: Cause only 1 ...
0
votes
2answers
145 views

Is 50KBs of bandwidth practical for players? [closed]

For my client-server lockstep 16-player RTS game, I've calculated the maximum bandwidth usage per second to be 50KBs for hosting a game (though this value is closer to 20KBs practically). ~90% of this ...
0
votes
0answers
171 views

Minecraft Server - Get list of online players (Java)

My question is: How do I get a list of online players, not the count of the online players, in Java? //So I could call... String[] players = getPlayers("fnaf.hosthorde.net"); That is how I'd like ...
0
votes
1answer
147 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
784 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 ...
5
votes
4answers
2k views

How to make hard to hack leaderboards [duplicate]

Okay, someone tasked me to make a leaderboard for their game. However, the one I have right now is really insecure. All it does is check if someone is in the top 100, and if they are, post the score ...
0
votes
1answer
91 views

Add XNA math references to non-xna project

I'm developing some game with server/client structure, and the client will predict the movements, but it should be validated by the server. In the client part, I got it moving nice, but now I'm trying ...
14
votes
4answers
3k views

Should a socket server and game server be separate processes?

Assume a simple standard client/server game. For the server, is it worthwhile to have a separate process that listens for connections and messages from clients and sends the data via local sockets or ...
1
vote
0answers
40 views

reduce/eliminate sql queries using server game engine/ram [closed]

I am playing around with php on server and html/js client for a game/experiment. Right now, real time data is being updated and queried from mysql but in the very near future I want to expand from a ...
4
votes
4answers
686 views

How to avoid duplication using client-server model

I am using a client-server model to write a multiplayer-capable game (in Java). Currently the clients and the server are using the same code to run the game logic, in order to enable client-side ...
1
vote
1answer
217 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 ...
0
votes
1answer
254 views

nodejs game server timer

I'm new to game server develop. I'm developing a card game server. How could I make nodejs server wait for few seconds then push data to client after an event fired ? Example : in poker game, one ...
3
votes
2answers
2k views

MMO Client / Server Architecture (NoSQL)

The main aim is to keep the games variables server-side for obvious security reasons. I believe having server-side code to check before updating the games database values will protect me from classic ...
0
votes
3answers
446 views

How should I store game data in a game server?

I'm new to game server development. I'm facing this issue: I want to develop a card game server, but I'm not sure about the solution to hold the game data while playing. Example: In a poker game, ...
1
vote
1answer
4k views

Is it possible to get match information, for instance, the score, from valve servers (eg. Dota2/CS:GO)

I've been searching for information but couldn't find any. I don't even know if this is the appropiate place to ask. If it's not, please delete the question and forget me. I'd like to know if there ...
-3
votes
1answer
77 views

Is there a way to retain a service on android even after the game is uninstalled ..? [closed]

I am designing a game which has a service to send user stats to a server ... I want that service to stay and work on the device even when the user uninstalls the game .
0
votes
3answers
479 views

How do game servers / clients handle data?

How do servers handle data? I understand the concept of the client sending the player pos and then the server sending back the area to display and also sending other player positions and such. But ...
-1
votes
1answer
397 views

How to encode game files or pack to one file like game_data.dat [duplicate]

I am a beginner C++ programmer. I am creating a custom Open Tibia Server and I use the alternative Tibia client (OTClient). I want encode game files (image, sound, lua, etc.) or pack all files into ...
0
votes
1answer
280 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 ...
-4
votes
1answer
881 views

How to set up a client-server architecture for a browser based game [closed]

I'm really curious about how to set up a game so like Hayday or Clash Of Clans, especially with regards towards the server-client architecture. How does one set up such an artitecture? What are the ...