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3

From the documentation: RPC calls are always guaranteed to be executed in the same order as they are sent So, yes, it's guaranteed to execute A then B as your code defines it.


2

It's actually the other way around. Games are made deterministic to be online. The basic idea is to send commands rather than game state. If you have a function F(X) = Y and you need everyone's Y to be the same, you can send X instead of Y. The reason why this happens in the first place is because sometimes commands are more efficient than game states ...


2

Without a doubt, an executable per map would be the best option because servers run collisions detection. Collision detection increases in complexity by O(N) so a single instance with 500 objects will be much slower than 5 instances with 100 objects each. There is a small overhead for each individual executable instance but compared to physics and other ...


1

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 ...


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I would suggest making a separate buffer for each player that is responsible for squashing commands together. Basically, it should reduce a set of network packets into an approximation of user's input, which is sampled only once per game update that should result in equally significant change for every player. The question is, what should be sampled from ...


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Your game shouldn't depend on the speed at which the packets are sent as it will vary depending on your internet connection regardless of what rate you attempt to send them. Instead your server should move the character depending on the user actions (e.g. while they are pressing (sending) W move them forward, or if you are counting mouse clicks then send ...


1

If you're using, for example, Unity's standard networking without an authoritative server, an RPC would be better because syncing something every frame can be VERY expensive because the packet header is some 20-40 bytes of bandwidth overhead in addition to the identification of the object being synced. You end up sending a lot more data than necessary. ...


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Can you? Yes. You would need to capture all the packets sent from a client, and the return packets expected from the server. This is a super long and tedious process to decipher packets, if encrypted packets, you need to decrypt. You would then need to write the entire server logic to interface with your newly understood packets. The process usually ...



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