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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Improve performance of server updating game state

I have a Node.js game that sends update packets to players every 30ms. The code I currently use works this way: Get the entities within each player's vision. Create a temporary object that stores ...
hmmmm's user avatar
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Protect authentication token in memory

Scenario The game has leaderboards for the score at the end of a level. Assume strong self-signed SSL encryption is used when communicating between the game client and server, and a secure handshake ...
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Client and server with fixed tick in pygame

I'm trying to write a 2D RTS game with maximum of 10 players. When server finish intializing each player receives start coordinates and game start time so each client will start processing ticks ...
Mirula's user avatar
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How to rotate body in server-side physics without imparting angular velocity?

I'm developing a 2D cloud-based MMO using WebSocket and have struggled a lot to get proper working physics on the server side. I'm using Next.js for the client and currently Node.js for the server. I ...
Hydroper's user avatar
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Using spatial hash to determine view distance

I am creating a client/server that is 2D and based on a map. Characters on the server are then separated into a spatial hash. I am using this to determine who to send data to, essentially, people in ...
Charlie's user avatar
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How achievable is determinism when client and server run on different hardware?

Soon I'll have to start implementing networking for a game. To be able to simulate the game on both client and server and have no deviation, simulations need to be deterministic. But how can any ...
Maxgmer's user avatar
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How would you authenticate requests for player specific data in a server authoritative game?

I am creating a server authoritative game that uses a public game service API to manage player specific data in the game. The client will authenticate with the auth server, get a token, then use that ...
Papa Dragon's user avatar
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TCP vs UDP for Initial World State [duplicate]

I'm currently designing a fast paced multiplayer game with up to 6 concurrent players. How should I send the client the initial world state from the server before the game starts? (such as the list of ...
PlutonicStudios's user avatar
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In online multiplayer games, can we transfer a player between two local (or even distant) servers while game processes are running on both servers?

Brief intro 1: about me: I have this question in the back of my mind for a really long period of time, and I am currently very busy in establishing the offline aspects of the game(will take more than ...
Physician's user avatar
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Interpolating server updates with client prediction: how to actually find time variable

I'm working on a 3D web game with client-side prediction, etc. I have implemented interpolation for my entities, but it seems a bit laggy sometimes even on localhost. First I will describe the ...
Pumpudu's user avatar
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How to ensure online AIR game is always up-to-date?

How can I make sure that the player is always using the most up-to-date version of an AIR app for an online game? I was thinking of two approaches: When the player launches the app, the first thing ...
BladePoint's user avatar
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How to set up server architecture using C++

I'm trying to make a Multi User Dungeon (MUD) game, and obviously a pre-requisite to that is a server. I've seen stuff like this: ...
Henery Johnson's user avatar
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P2P + Authoritative server for Web based game, how to combine?

I'm working on an online Web RPG game (jRPG) with a map, that characters can go around. Also, an important part, is that each player has his own world and each player can invite his friends to play on ...
Sergey Sharpov's user avatar
1 vote
1 answer
162 views

What makes the network coding for MUDs different from that of MMORPGs?

(I understand this is a bit broad, but I'm not a game developer, so I don't have a particular problem that I'm trying to solve.) I can understand why the network coding for MMORPGs is so complicated ...
joshisanonymous's user avatar
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630 views

Architecting server for real-time multiplayer game with Unity client

I'm thinking about developing a scalable real-time online multiplayer game. it would be an online 2D battle game. I'm an experienced software developer but this is my first experience in game ...
m.Khaki's user avatar
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How do game clients handle actions that occurred in the past?

Imagine you’re playing an online game with consistent latency. Your local clock is synced closely with the server. Your character is moving along a straight line, you’re receiving information about ...
dauphic's user avatar
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How does a game client (offline) authenticate license from a license server (like Steam)?

So this question is pretty straightforward, but I honestly can't wrap my head around it. How does a client authenticate license from the license provider? For example, when you play a game which ...
Ryugasha I's user avatar
3 votes
1 answer
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Handling acks during 1+ second packet loss with Glenn Fiedler's Reliable UDP Solution

I've read through Glenn Fiedler's awesome guide on Reliability over UDP and I'm currently working on my own implementation for fun and learning purposes. One pretty cool piece of Glenn's guide is that ...
sailormoon's user avatar
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How to ensure a malicious community server cannot impersonate a user?

I am using a server model similar to Steam or Minecraft: There are community servers run by players and a hub authentication server that I control. The client player logs into the game and receives ...
James Davis's user avatar
2 votes
3 answers
438 views

GM files in online mobile games: what type of GM file should I keep a local copy and how does it synchronize with server?

In mobile game development there are types of data that are not user save-data but are necessary for the game, we call it GM files. In my specific case, the GM files include text data such as "...
cr001's user avatar
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Game server question: Sharing data between server and client

I'm personally developing a massive multiplayer server for the FPS game genre. (Ex: such as battlefield series or call of duty series) In general, people usually use a server and client structure to ...
Kyle Kang's user avatar
3 votes
1 answer
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Multiplayer RPG allowing offline solo play using server signed replays - how can you cheat?

What exploits does my system allow for that I can't solve or did not account for? I'm researching on a design for multiplayer RPG that can safely allow players to have their character files and play ...
No Thanks's user avatar
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Can a 2 player mobile game support P2P if a dedicated server is used to establish the network? [duplicate]

The dedicated server would be a lobby where all the players connect and find matches. Once a match is found the server hooks to two players and sends them off on a p2p network. Once the match is over, ...
jermsmcerms's user avatar
1 vote
1 answer
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Is it necessary to use HTTPS for mobile game communication with server?

Based on information from my friends working at game studios, it seems most commercial mobile games are using HTTP instead of HTTPS for communication between the phone and the server, and I am ...
cr001's user avatar
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In the ECS on my server, how should I organize components along with systems?

A quick note about my server is that it executes game logic in 250ms intervals. I am trying to wrap my head around how to do this. The main issue I have is currently that I have the map of entityIds ...
Althaen's user avatar
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How is the processing for FPS games with massive worlds (like Planetside 2) distributed between servers?

For such massively sized maps with an insane amount of players when it came out (or maybe it still has thousands of players in one general area at once still?), I'm almost certain the entire world is ...
Water's user avatar
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4 answers
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Are MMORPG servers and clients usually developed in isolation?

As with the title, are they usually developed together in a custom engine, or are they mostly developed independantly of each other? e.g. the server and client as completely different projects that ...
Grant Upson's user avatar
1 vote
1 answer
163 views

How do I guarantee that important one-time events in my UDP network protocol get received?

I'm creating an online arena game server (moba) that players can play together. 2v2 or 3v3. The game is similar to Battlerite. I chose client/server architecture with deterministic server that tells ...
Mamad R's user avatar
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2 votes
2 answers
79 views

If a game automatically downloads addon content it doesn't already have when joining a server, how can I test this without a second computer?

What I want to do is host a local test server that has the file, and connect to it from a local client which doesn't have the file. The only issue is that both the server and the client will look for ...
Sparkette's user avatar
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Authoritative vs REST (server)

I am filling out a Godot user survey, and I'm not sure how to answer this question: Do you use (or plan to use) networking in your games? * Yes, for real-time peer-to-peer multiplayer Yes, for ...
user406126's user avatar
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regarding about game servers performance and security

I have two options to implement should my game server access the database directly should game server access database via api would it be necessary to abstract the calls via api even though its ...
DDD's user avatar
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3 votes
2 answers
201 views

Prevent multiple input packets to authoritative server

I'm working on a simple game with an authoritative server. The player can move in 4 directions on a 2D board. The game samples input at 30hz and sends it to the server. The server also runs at 30hz. ...
GPA's user avatar
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Player speed varies due to interpolation

I'm building a multiplayer FPS in the vein of Quake. This is my setup: Clients send the server a "user command" on every simulation tick (which is fixed at 60 simulation steps per second) ...
user115675's user avatar
1 vote
0 answers
190 views

Interpolation hitches caused by Quake-like client-server design

I'm building a very small multiplayer shooter game. I'm facing a problem related to interpolation. In order to explain the problem I have to give an overview of the client-server design of my game (it'...
user115675's user avatar
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1 answer
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How do ticks work on game servers?

So I'm currently learning more about game networking and how clients and servers work, and something that I have a hard time wrapping my head around is how game servers works in terms of ticks. Why do ...
RileyDan's user avatar
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1 vote
1 answer
991 views

How to upload a certificate in Unity for an SSL connection

I am developing a videogame in Unity for mobile devices (Android / IOs) that connects to a server through a TCP connection by socket under TLS1.2. For this reason, my client needs to have the server's ...
coantia's user avatar
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2 votes
0 answers
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How to route players in the same "room/match" to the same server?

I have a system where clients are connected to one of many servers sitting behind a loadbalancer with WebSockets. No matter which backend server clients are connected to, I am using a messaging ...
user482594's user avatar
6 votes
2 answers
520 views

Networking a fast-paced game (2D) - Forced Movement - Server / Client

I started a new project, a fast-paced online game (some sort of 2D MOBA). I encountered a problem with the part of netcode about client prediction & server reconciliation. Game Mechanics: 2D - ...
saqirmdev's user avatar
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0 answers
134 views

How can I display and sort a game server list by latency in a scalable manner?

If I have a game that allows players to self-host a multiplayer session which other players can join by browsing a game server browser to select a game I ideally want to be able to sort that list by ...
Xefan's user avatar
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0 votes
1 answer
564 views

Sever-side physics simulation and client 'inputs' send rate in a fast multiplayer game

I am building a very tiny first-person multiplayer game. I'm just aiming to get the basic rights: client-side prediction and reconciliation + entity interpolation. I have read many articles on these ...
user115675's user avatar
0 votes
1 answer
47 views

What is the best approach to minimise the lag caused by ping when spawning predictable entities?

When the client clicks it spawns a unit on the client-side which moves in a predetermined path, it also emits an event to the server which indicates that the client has spawned a unit. Once received ...
Ethan Payne's user avatar
0 votes
1 answer
278 views

How to deal with race conditions on a game server between network and physics update loops?

I am new to game networking. In various articles on the internet, I found that there are usually two loops on the server: one for physics updates and the other for sending snapshots to the client (...
Igor Sushencev's user avatar
2 votes
0 answers
47 views

Synch clocks between client and server in Java

We're developing a simple boggle game in Java for a college project (purely academic purposes, so we're trying to keep it simple). Our application is composed by a client portion and a server portion. ...
IfLoveWasBornToDie92's user avatar
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50 views

How to share battle execution code between client and server?

We're making an online turn-based game. There's some logic that is executed in both client and server side. Here's the pseudocode that shows how we share the code: ...
ZZY's user avatar
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1 answer
136 views

Authoritative game server and database storage

In an authoritative game server working with websockets, should you store every action to the database before sending the response to the client? The risk is the slow response time. Or should the ...
Takah's user avatar
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2 votes
1 answer
1k views

Architecture for scaling a large 2D MMORPG world vs player load

I want to make 2D MMORPG in a post-apocalyptic world. I would like to make the game world seamless and big, with big battles for the players. Something similar is in Eve Online (in 3D), but I do not ...
Karlos Margaritos's user avatar
5 votes
1 answer
966 views

How does an FPS like Overwatch have client time run ahead of the server?

In watching the GDC talk about Overwatch netcode, it mentions that the client is always ahead of the server, that the "current tick" on the server is behind that of the client. From their ...
Nairou's user avatar
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0 answers
276 views

Client/Server state synchronization for RTS

How can I perform state synchronization using client/server networking in an RTS similar to Starcraft 2 and Planetary Annihilation? I'm assuming the server has to do some sort of rewinding time to ...
Nairou's user avatar
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Can you run a websocket client in EU4 server mode?

Is it possible to build a websocket client (eg using blueprints) and then package this into an EU4 server (like suggested here). If so, would this mean that the EU4 server's websocket client could ...
Shasaur's user avatar
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136 views

Synchronizing clients

I have a server-client setup where each client has a number of screens attached, and the screens together form the display. As such, the visuals displayed by each client needs to be roughly in sync. ...
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