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To handle packet losses, you first need to decide which network protocol you will use: TCP or UDP. TCP: handles almost everything for you, but is slower. UDP: is faster, but to achieve your objective of not letting the user notice some packages losses, you will need to develop an extra layer that will slow your communication. Do you want to know how this ...


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You have several options: use TCP (good). The protocol itself handles packet loss/re-sending. use UDP (bad). You are not networking professional(presumably), so why inventing wheel again? For UDP you would have to implement/use: ACK packets, the server must always confirm it received the packet packet numbering, to make sure they arrive in right order ...


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I'm not aware of this ever being used, and I suspect it's because it has very limited benefit for greatly increased complexity and bandwidth use. It might make an interesting experiment, but it seems impractical. Consider that to support such a scheme, and assuming that most traffic is generated from player actions, you would need to double the downstream ...


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For most games, most of the game logic should be done on the server to avoid cheating. However, in games like chess which are turn-based, have no information hiding and no randomness, this is something different. There is just no way to break the rules of chess without the other party being able to notice. This means that it is sufficient in this case to ...


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The question is too broad, but i will start anyway,and if you are looking for specific tutorials, you need google, i know about architecture, and what all factors you might need to consider while writing down the tiptops of your game base interaction. The main question is whether your game is going to be in real time, turn based, or long-delay based (e.g., ...



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