Tag Info

New answers tagged

0

Go to here: http://docs.unity3d.com/460/Documentation/Manual/NetworkReferenceGuide.html It's the Networking reference guide for Unity, and should tell you everything you need to know about how to make servers/clients in Unity. I can also answer specific questions if you have them.


0

The way I would do this is by having Auth server send token to Client after login along with list of validated Game servers (so that the Client can be sure the Game server is valid). Then the Client would send the token to the Game server, which would then send it to Auth server to confirm that this is the valid client. Login: Client to Auth server: ...


1

Edit: After posting this I realized it's almost the exact same answer given by Ali.S (slightly different but the overall approach is the same.) It started out as something completely different though. This method assumes that all communications are being held over a series of secure tunnels. How you achieve this doesn't matter. I would suggest TLS, but ...


1

There are multiple solutions that I can think of, but here is the most secure one: client connect to server. client requests an authentication bridge. server connects to auth server, acting as a proxy between player and auth. server. client and auth server, form an SSL session over this newly formed bridge. using this secure connection over bridge, client ...


0

How about signing a JWT token with a secret only the central auth and player server knows? It lets you sign json, which can be verified later.


2

The client should have a private and a public key. The private key should be what the unique identifier that the client receives from the authentication server. The public key should be also sent to the client. Before the client connects to a game server, it should send a message with its private key and the ip of the game server it wants to connect to, ...


2

According to the answers on this page, about 512 is a safe amount for ipv4 because nearly all consumer's hardware will be able to support that size. For ipv6, 1500B is the maximum safe packet size. Subtract 40 + 8, the ipv6 and UDP header sizes, and you get 1454B maximum data inside that packet. If you send something over the limit, it's most likely going to ...


1

I don't understand why you use server client model, if your server has 0 authority and lacks capability to enforce rules. Your server have to know the map. How else could it stop player from walking through walls. You say "client side is unmodifiable", I say you are misinformed. There is no such thing as "unmodifiable client". You are trusting too much on ...


0

When handling games with a fixed time step, which is what you would need to simulate a physics system, it is best not to go with the system Timer as it is not as precise as other methods (even though the difference is small). Here is an example of how you might go about running a game loop that iterates 60 times a second. public void run() { double ns = ...



Top 50 recent answers are included