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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68 views

What is transmitted over the network during multiplayer first person shooter games?

In games like Half-Life 2, Team Fortress 2 etc, when you play against other players online, your local game communicates with a game server. If you've built one of these games, what sort of ...
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1answer
168 views

Game networking , server send rate

I've been writing some server code recently and I ran into a bottleneck. If a server is capable of sending data at 60hz, with 1 client it would send data to that client at 60z, with 2 clients this ...
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1answer
71 views

How can I standardize ping?

I hear pros playing Fortnite that have 20-50 ping complain that they cannot perform as well as pros with 0 ping due to wall taking, etc. It's easy to think that a 20ms ping difference is negligible ...
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1answer
38 views

Question-Answer Game with coin rewards, how to validate answer?

I'm making a game that is basically a typical question-answer type. With coins as reward per answered question. Stacks and requirements: UI frameworks of iOS and Android, no game engine. REST API. ...
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0answers
46 views

How to design the server-client architecture of a turn based multiplayer game?

I know the basics of networking (how to use tcp/udp sockets, http requests, ftp, the layers and all that stuff). However, I have no idea how I should go about structuring a multiplayer game more ...
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0answers
30 views

Fixed timestep, how to determine how far back other clients are simulated

I'm working on networking code for a social MMO (very low-intensity compared to an FPS) and have a question about fixed timestep. This answer does a good job of explaining the forward-dating part of ...
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0answers
61 views

Which is the best network solution for MMORPG?

we are developing a mmorpg with a small team. There are 2 structures we can create on the server side for managing clients and processing packages. I wonder what structure is better. I would be very ...
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27 views

Client-side Prediction Divergence with Input Packets and Time Differences | Multiplayer FPS

I am running into a problem while implementing client-side prediction in my multiplayer FPS. I'm not entirely sure if I've completely and correctly understood the concepts. I have read the articles ...
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1answer
58 views

Confusion about flow and architecture for basic multiplayer card game state

As a web developer I'm used to a straightforward flow where all interactions typically correspond to a database read/write and the life-cycle corresponds with a single request. As a learning exercise ...
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76 views

How can I build an authoritative server to handle players actions taking into consideration scalability of solution

I've started with Unity3D to develop a multiplayer game similar to world of tanks, it's using authoritative server and I was able to sync movements between several clients. I'm using c# and on the ...
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1answer
331 views

Creating A UDP Game Server

I am currently creating a game in need of networking i.e. server and clients. I have basic experience with socket programming and am able to transfer data between two machines via UDP sockets using ...
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1answer
123 views

How do Mobile Idle-Games work [duplicate]

I wonder how idle games, games where players only make a few clicks to get a game progress, work. These games appear to be running in the background, even when the app is closed. Therefore these games ...
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1answer
109 views

MMO Client-Server Spoofing Vulnerabilities

Ive created a working authoritative client-server system using LiteNetLib for my game however im wondering if packet sniffing+modification is a real worry i should be developing for. I read some ...
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1answer
66 views

Prevent replay attacks on multiplayer character movement

When a client first connects to the server a Diffie-Hellman key exchange occurs to securely get private encryption keys to encrypt all packets. The problem comes in: what if someone sniffing packets ...
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58 views

how can I visually compensate for latency in a diep.io style game

implementing extrapolation using linear velocity, orientation and position like on here gafferongames.com/post/state_synchronization/ I'm a little confused if I want to extrapolate from a known ...
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0answers
46 views

Interpolation on Client Between Server States

I have an authoritative server which is sending position data to client every 100 ms. Ping between client and server is about 70 ms.(which is actually a variable) I have few questions regarding to ...
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0answers
52 views

Server Side Simulation Synchronization with Client Box2d

I am running a simple box2d simulation on nodejs server.(planck.js) 2 bodies are connected to each other with distance joint and one is orbiting around another. I also have a java libgdx client with ...
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49 views

Client side position correction in RPG server-client based game

I need your help. Im working on online co-op rpg like game (Chronicon/Hero Siege as reference) and I am struggling to get my server-client architecture in one piece. I decided to go for game states ...
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1answer
70 views

How does the deployment of server look like

I´m kinda new to these networking stuff, but basically managed to finish server to handle client requests(wan´t it to handle connections to game and help the clients update the game and stuff). I got ...
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0answers
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How to reduce ping time when using AWS Elastic Beanstalk?

I am new to multiplayer game development. I have successfully deployed node js app in aws for a small game. But the average ping time is around 1 second, which is really slow. I have used Photon API ...
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51 views

Issue with AWS elastic beanstalk with secure websocket

I have a node js server for my game which I want to deploy in AWS. my client successfully got connected with ws://domain.region.elasticbeanstalk.com. But I have a requirement to create secure ...
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1answer
704 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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0answers
221 views

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
42 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
147 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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1answer
118 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
66 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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43 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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1answer
180 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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1answer
104 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
312 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
38 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
68 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
357 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
233 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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0answers
50 views

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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0answers
62 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
85 views

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

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
50 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
47 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
62 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
183 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
89 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
115 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
887 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
145 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
121 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
423 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
127 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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