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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52 views

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 ...
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26 views

Can a 2 player mobile game support P2P if a dedicated server is used to establish the network?

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, ...
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52 views

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 ...
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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 ...
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How to properly assigned PlayerState variable from Game Mode?

I am currently trying to assign Player Index to my PlayerStates and I have made it through GameMode like below from PostLogin. This is the relevant part: My problem right now is the server actually ...
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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 ...
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4answers
171 views

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 ...
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1answer
76 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 ...
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2answers
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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 ...
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3answers
104 views

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 ...
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[MMORPG][Client -> Server -> Interest Area Clients] Movement broadcasting

I'm developing a third-person action-combat MMORPG. Custom server written in C++ 17 and the client is written/built in UE4. The interest area is implemented using a grid (cell cluster). Study case: ...
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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 ...
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2answers
64 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. ...
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41 views

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) ...
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0answers
55 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'...
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1answer
117 views

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 ...
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1answer
40 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 ...
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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 ...
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2answers
213 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 - ...
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39 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 ...
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1answer
86 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 ...
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1answer
18 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 ...
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1answer
88 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 (...
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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. ...
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40 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: ...
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1answer
58 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 ...
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1answer
373 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 ...
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1answer
416 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 ...
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101 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 ...
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20 views

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 ...
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78 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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2answers
227 views

Can I mod Among Us mobile so people don't get kicked because of network problems, and how? [closed]

I want to make a mod for Among Us which will allow people to stay in game despite short-lived connection problems (as opposed to being kicked after 1 second of network issues).
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1answer
952 views

How to develop both a client and headless server together in Unity

I'm making a multiplayer 2d shooter platformer in unity. And after studying the different options to program an authoritarian server and with the great help that many of you have already provided me ...
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1answer
199 views

How do multiplayer servers handle receiving, handling, and sending packets?

I want to make a fighter jet simulator game. The server (authoritative) and client communicate over udp. The server sends out updates about the gamestate at a fixed rate. Think of plane positions, ...
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2answers
501 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
318 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
99 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
42 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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56 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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90 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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92 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
143 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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0answers
348 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
1k 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
180 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
231 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
104 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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65 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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57 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
78 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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