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

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14
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
1answer
52 views

How to design game server to mitigate DDOS attacks

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
196 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 ...
0
votes
1answer
28 views

Which framework is better for TCG game server?

First of all, I know this is not a specific question and may not have an specific answer but I need some advice and hopefully any "answer" would have pros and cons of the suggested framework so I can ...
1
vote
2answers
432 views

Basic Connections Through Socket Server

I'm designing a simple 2 player RTS with Stencyl, a program that uses blocks for coding. The current code updates lists whenever an actor moves (new X and Y), and I'd want the server to update the ...
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 ...
2
votes
1answer
139 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 ...
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 ...
2
votes
1answer
812 views

How to implement the server-side game loop?

The server needs to handle the physics, because all the movement will be handled by it. So for that I need a game loop. The thing is that the server doesn't have the render part, it's just a console. ...
1
vote
0answers
16 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
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 ...
1
vote
0answers
54 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 ...
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. ...
4
votes
4answers
474 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 ...
0
votes
1answer
90 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
52 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 ...
2
votes
4answers
1k views

Why I need a backend for a mobile social game?

I'm developing a mobile social game, it's a puzzle with a social layer similar to the one in Candy Crush Saga (limited lives, can send life requests to friends, facebook leaderboards, etc). I know all ...
1
vote
0answers
80 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
70 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
82 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
119 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
78 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
0answers
111 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
2answers
106 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 ...
6
votes
2answers
319 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
86 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 ...
5
votes
4answers
1k 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
2k 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 ...
0
votes
1answer
69 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 ...
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 ...
8
votes
9answers
2k views

MMOs based on .Net? [closed]

Are there any real MMOs where the server engine is based on .Net?
3
votes
3answers
243 views

How do I resolve asynchronous client actions against an authoritative server state?

I have a multiplayer card game which I am in the process of developing. The game is relatively simple; players have a certain number of cards which they can activate, sell, or use in various other ...
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
30 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 ...
0
votes
1answer
65 views

how to guarantee the order of response in a service-oriented mmo server cluster

i'm working on a mmo server these days. it's a service-oriented architecture, every service is one process which processes a specific type of request, and i have inventory service, battle service, ...
1
vote
1answer
558 views

Hobbyist game dev, want to create async multiplayer game. Are server costs manageable? [closed]

I want to make the game I want to play, and that game happens to be an asynchronous multiplayer game. Think Hero Academy or Hearthstone, where there are 2 players and each submits moves to a central ...
1
vote
1answer
157 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 ...
-1
votes
1answer
196 views

add a server to facebook game, realistic cost for indie dev? [closed]

is it feasable in term of cost for an indie developer to add a server for a farming game, to save progress (new buildings) and the friends of each user? I have read figures about Farmville, that were ...
0
votes
1answer
159 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 ...
0
votes
3answers
277 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, ...
2
votes
2answers
968 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 ...
-3
votes
1answer
74 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
325 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 ...
0
votes
1answer
99 views

Server Side : How to manage “delay” action/event like attacking?

at the moment I'm writing a game server, so I made an event "handler". I mean, if a player send to the server "I move" it fire a function, so I think I'm doing well at the moment. But there's a ...
12
votes
4answers
1k views

Game log format for MMO servers

A log of game events (as opposed to error / debug logs) for an entire cluster/shard is very useful for a commercial MMO that is in a live production environment, providing vital support for customer ...
-1
votes
1answer
226 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 ...
6
votes
2answers
402 views

How can I debug live multiplayer servers effectively?

I have a multiplayer server made by a small team of developers and we have bugs that crop up on our live server occasionally that we simply can't reproduce while playing with our small team on a live ...
2
votes
0answers
248 views

Any open source editor to make video games online without programming knowledge? [closed]

With Scratch we can create video games online, from its web platform, and publish them on the same web. I could download its source code and use it, as many others already did (see Scratch ...
-4
votes
1answer
620 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 ...
1
vote
1answer
525 views

Sever Structure for a Turn Based Game (Chess) [closed]

I am working on a Turn-based Game (Chess) I have done the client part and single player mode so AI is no problem here. But the only problem is now I want to make my project multiplayer. I have done ...