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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1answer
103 views

Server game loop

I'm trying to setup a very simple multiplayer game that allows some users to join and walk around. The game is 2D and the players will have a position, the direction they are looking in (it's a top-...
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Isn't `PhotonNetwork.Time` supposed to be different in every `FixedUpdate` call?

I noticed that PhotonNetwork.Time can stay unchanged for several FixedUpdate() calls (sometimes up to 10-15 in a row). It seems ...
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1answer
31 views

Can HTTPS webserver host an HTML page that uses JS to connect with secured web socket protocol multiplayer game just like node js?

Can HTTPS webserver host an HTML page that uses JS to connect with secured web socket protocol multiplayer game just like node js? If so point me in the correct direction to read more.
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5answers
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How does mmorpg store data?

I want to use sql database in my server.exe. lets say 1000 users online. And players will change their data when they play. And server need to save these updates. But how ? i think there two way: ...
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1answer
79 views

Dynamic Game Server Architecture

I'm trying to find a way to design a game server architecture for a real time mobile game. The design should be cost effective but still to some extend scaleable (later on). Mobile client flow: ...
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0answers
12 views

Large scale multi user 2d plane simulation

Im trying to figure out how to create large scale multi user 2d plane simulation. Similar to a simple RTS strategy game. Every object should have its position, type and state, that could also be just ...
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1answer
43 views

What are my options for building a centralized server architecture for a Unity game?

I have made in the past multiple offline game, and would like to make my first online game. I have very basic knowledge of server structure. The game is a multiplayer RTS game, with ONE server (If ...
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1answer
54 views

Synchronize points from UI and server

I am sorry in advance if it's not perfectly clear. I would like to make a game with let's say the following map (in real it will be a 3D globe). Now this map contain point, and each point is a place ...
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25 views

Unity Client and Multiplayer Networking/Architecture

My background is in Enterprise and SaaS web infrastructure. Zero information about games and how their networking works. I only know about the world of browsers and RESTful APIs. I'm planning on ...
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0answers
26 views

Storing entities in a multiplayer socket.io/node.js game

Let's say the server stores each particle as its constituent information (i.e. a JSON of attributes like 'position') and the client stores each particle as a sprite for rendering. How should the ...
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1answer
50 views

How to properly handle sending arrow-key movement data to a authoritative server?

I've made a little C# server which receives UDP packets and shows me the incoming information. I want to make an authoritative server in C# which simulates character movement and interaction in a 2D ...
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28 views

Implementation client side prediction and linear interpolation

I've been working on an online multiplayer game using a client/server architecture and I have been following both Gabriel Gambetta's as Gaffer On Games's series about Client-Server Game Architecture, ...
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1answer
51 views

Implementing game synchronization between clients and server

I'm creating a small online multiplayer game where I have multiple thin clients and an authoritative server. Both the client and the server have a fixed game loop. Now I have a game entity with the ...
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0answers
128 views

How can I reverse engineer an old MMO?

I want to revive an old MMO. Only the old client exists from the game, so I would have to write a whole server for it. I'm not sure how to start editing things in the already made client. Most ...
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1answer
31 views

How to manage server “view” of game board when it is shared by clients?

I'm currently creating a simultaneous turn based card game in which two players play cards in three lanes to determine who wins points in these lanes. I've been struggling this past week trying to ...
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1answer
51 views

Why is my client's body drifting even after using data from the server, and how do I fix it?

I am trying to use Box2d on nodejs server with libGDX client. What I am trying to apply is authoritative server model so clients are just sending input data to server, server is running simulation and ...
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1answer
98 views

Inputs in realtime multiplayer game

I'm using a structure, where client sends his inputs every 20ms in one packet and server parses his inputs every update(20ms aswell). I've got a problem, since player can send me more than one inputs ...
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2answers
106 views

Server Side Movement Box2D LibGDX

I am trying to implement server-side movement using box2d on libgdx client and planck-js(box2d for javascript) on nodejs server. I am running box2d world on both client and server. Before server i ...
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How client movement prediction syncs with server position to avoid a clip around collision?

I have searched a lot on stackexchange and on google, yet I have not found a satisfactory answer to this seemingly simple question. I am making an online multiplayer game where the players navigate ...
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52 views

Is creating a separate thread for each game session a bad idea?

I'm currently working on iocp game server. My game is just like diablo3 basically. 1~4 players join a separate session. I did basic iocp preparations and now I'm working on game session class. The ...
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1answer
50 views

How can I make a proxy server between a client and a server to analyise my packets

Otherhand how can i manipulate where the game client want to connect? I've built a python proxy server that can handle this proxy server, it is a basic thing that just: bind a server, wait till the ...
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0answers
23 views

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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0answers
47 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
37 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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1answer
56 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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0answers
110 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
79 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
66 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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1answer
419 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
101 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
84 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
177 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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0answers
84 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
77 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 ...
3
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0answers
54 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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0answers
41 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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2answers
1k 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
94 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 ...
3
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1answer
233 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
72 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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1answer
98 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
156 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
41 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
166 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 ...
3
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1answer
168 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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1answer
135 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
186 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
89 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
224 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
252 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....