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).

Filter by
Sorted by
Tagged with
0
votes
1answer
43 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 ...
0
votes
1answer
49 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 ...
0
votes
0answers
49 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 ...
0
votes
0answers
38 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 ...
0
votes
0answers
32 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 ...
0
votes
0answers
42 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 ...
0
votes
1answer
63 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 ...
0
votes
0answers
11 views

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 ...
0
votes
0answers
6 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 ...
2
votes
1answer
255 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-...
0
votes
0answers
46 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 ...
0
votes
1answer
40 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.
22
votes
5answers
10k views

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: ...
1
vote
1answer
97 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: ...
0
votes
0answers
17 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 ...
0
votes
1answer
73 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 ...
0
votes
1answer
64 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 ...
0
votes
0answers
37 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 ...
0
votes
0answers
30 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 ...
1
vote
1answer
74 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 ...
0
votes
0answers
47 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, ...
1
vote
1answer
63 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 ...
0
votes
0answers
198 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 ...
1
vote
1answer
32 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 ...
1
vote
1answer
54 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 ...
0
votes
1answer
181 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 ...
1
vote
2answers
134 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 ...
0
votes
0answers
37 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 ...
0
votes
0answers
57 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 ...
1
vote
1answer
66 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 ...
0
votes
0answers
24 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 ...
1
vote
0answers
48 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 ...
1
vote
1answer
43 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 ...
1
vote
1answer
59 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 ...
1
vote
0answers
123 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 ...
0
votes
2answers
83 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 ...
1
vote
1answer
94 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 ...
0
votes
1answer
572 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 ...
0
votes
1answer
112 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 ...
1
vote
1answer
96 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 ...
0
votes
1answer
247 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 ...
0
votes
0answers
93 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 ...
0
votes
1answer
102 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 ...
4
votes
0answers
58 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 ...
1
vote
0answers
44 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). ...
2
votes
2answers
2k 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 ...
0
votes
1answer
115 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
votes
1answer
241 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 ...
0
votes
1answer
80 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
0
votes
1answer
119 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 ...