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Questions tagged [client-server]

The client-server model is a centralized computing model where one node (the server) performs some service for other nodes (the clients).

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Check if client is owner of object

I am creating simple multiplayer game. I am familiar and know everything about sending messages client > server and server < client but now i came upon one question. How to check if object (in my ...
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43 views

What certificate do I need for my client-server game?

I have a multiplayer game with a custom client app and an application server (no browser or website). I need the data that passes between them to be encrypted both for the login data obviously and ...
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1answer
31 views

Designing client-server to mitigate hosting advantage?

My game will be client-server, and I'd like to prevent the hosting player from enjoying the usual benefits you'd associate with playing on a server. For example, the advantage of the server running ...
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Splitting action execution and validation logic in a client/server board game

I'm developing a board game where players can perform actions depending on the game state. The client runs through all actions types and based on the game state presents the possible actions to the ...
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1answer
52 views

Server moving slower than client

I am implementing a pretty straightforward client/server multiplayer architecture with Socket.IO and am having an issue where my client framerate seems to be faster than the servers. I have both ...
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83 views

Is native performance of C++/C etc. relevant for game servers? [closed]

I am wondering if the performance of unmanaged languages like C++, Rust etc. is relevant when developing a game server or is it more about the network. For game clients, it makes sense and is probably ...
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2answers
68 views

Character appearance synchronization in open world multiplayer game

I am working on a multiplayer open world game where you can equip handhelds and armor pieces. In my architecture, there are clients and an authoritative server. Every equipable item is crafted by a ...
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1answer
43 views

How do I determine how far to move an object in the client when using client-prediction?

I have a game server which, for testing purposes, is updating once per second, or 1hz so I can correctly implement client-side prediction. Everything is running locally at the moment so there is no ...
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59 views

Physics update in a client/server architecture with different tick rate

In a game where the client would run at 60FPS and the server 20FPS/possibly 10FPS, I wonder if is possible to update the physics without losing resolution. Consider the circunstance where a character ...
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1answer
138 views

Why do games use tick rates in their networking and servers instead of an event system?

Why do most games limit themselves with a tick rate in their networking? Isn't it better to make something like an even system where for example client A does something then the client sends related ...
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1answer
81 views

In a game such as Star Wars Galaxies, Planetside, and Warcraft how would server-side collision/terrain navigation work?

I'm trying to learn some advanced topics in multiplayer networking for fun and education, specifically how server-side collision/terrain navigation works in MMOs and/or any online game. Personally, I ...
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1answer
63 views

Fixed timestep on the server without hogging CPU?

It sounds backwards, but it's the situation I'm currently trying to solve on my dedicated server. Everything I've read about fixed timestep assumed it was on a client, where you're already running in ...
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1answer
65 views

How can I deploy and unreal engine windows exe build to the cloud?

I don’t have a coding background, so I am struggling with this. Someone will have to dumb down a lot of the language for me. I’m trying to deploy my unreal engine game to a cloud computing service ...
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62 views

How do games have low tick rates without causing input lag?

For example, Minecraft. It updates the gamestate at a rate of only 20/second. And from what I've read, these multiplayer games do the same with their network communication, sending updates at that ...
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1answer
28 views

POST JSON method does not work when project has been exported to WEBGL and uploaded to firebase hosting

I have a database set up on firebase and when i run my game in the unity edtitor and as a standalone exported Windows .exe file, the call gets made correctly to the database and JSON data gets posted ...
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0answers
45 views

Is the C or the Android code a problem?

Starting to write a game, it'll have a C server, and at the very least an Android client. However I have run into an issue where I can't seem to get them to connect. I have thrown debug logging into ...
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28 views

Server-side and client-side code management alongside API

Working on a new multiplayer game with an API, I'm struggling with code management and separating the client-side and server-side code. For context, I'm writing everything in C# (Monogame or OpenTK). ...
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19 views

Client doesn’t execute command, code only works when executed from server

I’ve got some code that just doesn’t want to work correctly. When the Server executes the code, everything is fine, and the clients respond to it as well, but when the client executes the code, ...
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2answers
509 views

Multiplayer game, design of server <-> client communication

I'm thinking about programming a multiplayer game. For communication, I will use a Server <-> Client design like the following: Client <-> Server <-> Client The Game will be a kind of ...
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1answer
73 views

Multiplayer netcode where all units, including server, are untrusted - possible, feasible, etc.?

Most professional video games use either a peer-to-peer architecture or a client-server architecture. In the former, clients often trust each other, and instead employ anti-cheat techniques to ensure ...
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23 views

Unity Multiplayer game using HLAPI as much as possible. Basics for adding non-player registered prefabs

Hi all I am making a fairly simple multiplayer game in Unity. It's a football game. You can play with up to 11 each team and you control just one player. The system i used is the Client-Host method ...
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1answer
218 views

Is there a “Least Terrible Method” for sharing Entities over Network?

(Preface: Using C++, Box2D, and built UDP client and server classes that are reasonable efficient for a built-from-scratch game using client-server model.) This question is specifically in regards to ...
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1answer
65 views

CS 1.6 server's request cartography

Is there a way to request a CS 1.6, CS:Sourse or CS:GO servers to get the location coordinates of the recent deaths of players on the game map? PS I'm using C# for my project
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31 views

How are certain events supposed to be simulated on a Node.js authoritative dedicated server for a Unity game?

I have been thinking about server communication and simulation for Unity games and have run into some issue I don't entirely understand. Therefore I have some sample cases and like to know how that ...
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39 views

data is losing with sdl_net and tcp. please help me

im sending data from server.exe like this ...
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1answer
62 views

What is the general architecture of a server for a game like rust/minecraft? [closed]

If a game's client is written in Unity or UE4 or another engine, is the server usually written in the same engine? Or is it written in standalone c++? Does the server use a database like MySQL to ...
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1answer
144 views

How do games implement client/server frame rate?

Do games have a frame rate at X fps that updates logic and also renders? Or do games update logic at a much slower frame rate than rendering? Let's say 20-25 fps for logic, and 60+ fps for rendering....
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1answer
27 views

Message Passing b/w “LAN Server Only” and “LAN Client” on Different Scenes in Unity

I want to pass message back and forth on client and server which are on different scenes, how can I do that in Unity?** Following is my Scenario:- I have 5 scenes- BaseScene (2) OfflineScene (3) ...
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1answer
97 views

Server/Client Design for Clash of Clans Like Game

I'm working on the server/client design for a game similar to Clash of Clans. I've read through dozens of articles and have some general parameters of what I'd like to accomplish. Scalable (Probably ...
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15 views

creation of all the players on the server on all clients

I have a server and there are 4 clients connected. Every client has a local player, and every player has an ID. How can I create all the players that are in the server on every client? I was thinking ...
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1answer
91 views

Why is server frame rate slower than client's?

I have read in my lecture notes in a game dev class that in a server-client-architecture multiplayer game, it is common practice to have the server running at a lower frame rate than the client (20 ...
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0answers
143 views

card game backend framework

I'm doing research on how to create the server-side backend of my own web-based cardgame. I'm an experienced developer, just not in the game dev area. I'll figure out how to best communicate with ...
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1answer
106 views

In Unity, how do I set constant player numbers such that all network clients agree on them?

We are currently writing an online game in Unity. The essential idea is that it is structured like a split-screen, couch co-op game, with the online being offered as an extension to allow multiple ...
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3answers
180 views

What harm would be done if a user were able to play the client side of a multiplayer game without logging in?

I am currently developing a multiplayer game for a university project. The purpose of the assignment is to learn about the use of a cluster architecture, but I have a question concerning security. ...
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2answers
81 views

How can I handle sharing storage units in multiplayer?

I have recently come across a certain problem in programming my MMORPG: the synchronization of shared storage units. With shared storage unit I intend something like a "chest" that can be accessed ...
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0answers
158 views

Real-time MMO: how should authoritative server update client position

I'm trying to build a real-time MMO game. I'm using Phaser for FE and Node.js + socket.io for BE. I have read all the tutorials like http://www.gabrielgambetta.com/client-side-prediction-server-...
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1answer
152 views

How to interpolate server updates on the client for multiplayer?

I am implementing client-side prediction and an authoritative server multiplayer architecture. I am following along with the series of articles from http://www.gabrielgambetta.com/entity-interpolation....
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2answers
114 views

Latency issue on multiplayer game networking

I am currently writing a 2D top-down shooting multiplayer game using Java. I have a game loop at the client-side that does the following in order in each game tick (The client is running in a tick ...
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0answers
24 views

Two client-server game simulation approaches

I've recently started prototyping netcode. Based on some of the research I did on the internet, I've come to understand there are maybe two approaches and I was curious of anyone could point out any ...
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1answer
178 views

Handling large 2D MMORPG map

I have 1000*1000 (1,000,000 tiles) fixed size map composed of 3 layers (3,000,000 tiles) every tile has 4 values X,Y,Z and ID (12,000,000 values). When a client connects and requests map data, server ...
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2answers
79 views

Using seeds for rng. A reliable way of saving bandwidth?

Imagine a server-client game application. While running, the server is constantly generating numbers for various random events and sending them over the network to inform the clients of the result. ...
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0answers
57 views

How to apply input to game state for server reconciliation?

When you have a client-side prediction, you get a server state and try to reconcile your local state by applying your own, not acknowledged inputs, to the server state: How do you apply the inputs? ...
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2answers
462 views

How to develop a PBBG?

I enjoy playing a lot of text-based PBBGs (Persisent Browsing Based Games). A good example of the style of game I'm referring to is lyrania. I would like to work on developing this style game but have ...
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0answers
65 views

Networking player input, UI, and ability use

I am currently working on a project to learn more about networking, specifically authoritative network architecture. In most authoritative systems you capture a player's input queue them up then send ...
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0answers
214 views

How does lag compensation really work?

I am curious about the details of lag compensation in games. I have read a lot of articles about it, for example: 1: Source Engine Multiplayer Networking 2: Fast-Paced Multiplayer - Gabriel Gambetta ...
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2answers
184 views

Multiplayer Game - Node.js syncing other players' position

I'm creating a multiplayer platformer game with 4 players in multiple rooms. I've read a lot of articles and researched about client prediction and lag compensations. I think I can somehow manage to ...
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1answer
32 views

Entity update or Keyboard commands transferred to the Gaming server?

I am working on a research project . I need to know the network communication in games in large Multiplayer games (Battlefield,GTA 5). Is there some official documentation present for these games? ...
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1answer
220 views

Saving video to android device (unity)

How can I create a folder on Android device, download from ftp-server video and save it there?
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107 views

Critical input from server arrives late… it must not!

To preface, my understanding of networking is mostly from Source Multiplayer Networking and 1000 Archers on a 28.8. For various reasons I have decided to go with a client-server model instead of peer-...
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1answer
64 views

Requesting World from Server

I'm creating a 2D Game in Java. The world is tile based with a multidimensional Array and i have the architecture for the Server-Client system. The Users/Connections to the Clients are multithreaded ...