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First, you need to assure that you get your commands to be more stable than "highly unlikely." Why is 'pause' state ignoring remote updates? Second, often quoted networking reference contains examples of handling latency on both server and client, plus dependable communications. I think that ideas on that page may make you rethink your "turn n+1" concept ...


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Anonymity in P2P systems is possible—it's just hard, and too slow for most action games. For example, the Tor network is serverless, and enforces anonymity by delivering all messages via intermediary peers, so that the receiver can't tell who originally sent them. Such systems are of course much slower than a direct connection, but remain feasible for ...


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As Matt Jens Jensen already pointed out, there is no way to always protect your players privacy without hosting the servers yourself. However, to accommodate more privacy-conscious players you could develop and offer a proxy server application for your game (client connects to proxy, proxy connects to host on their behalf and forwards all network ...


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In any direct peer-to-peer game where one player is the host of the game server, you won't be able to hide players' IPs from the host nor protect the host from the players. However, if you design your game with all players directly connecting to your hosted game servers and only allow packets in your game to be passed between the authoritative server and ...



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