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Questions tagged [networking]

Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.

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How to give and remove authority of an object between multiple clients (Or how to let the client controller push a rigidbody)

Just a little script to help anybody searching how to pass authority from a client to another when colliding with an object. I used it to let the player push a rigidbody cube with his rigidbody ...
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67 views

My lerp function is finishing too fast

I'm trying to make a lerp function on an online game. I'm doing this by having a buffer list, I append each server update to a list, and lerp over the contents, here is an example: ...
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1answer
26 views

How do you build a matchmaking service for an iOS turn-based board game?

I want to build a board game that matches players with similar skill levels against each other. Take for example a chess iOS app. Log in, and the game pairs you up against someone with a similar elo ...
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8 views

How can I get ping value from Photon Cloud?

I am trying to get ping from Photon Cloud but it always shows 0. I use method GetPing(); ...
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35 views

Multiplayer GameObjects in Giant World

I'm designing some kind of MMO strategy game with hundreds of players in Unity. Since the game will not have frequent operations, i think it will not have scalability issues using Unity HLAPI. Using ...
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11 views

Authenticate player on backend server with google login

I would like to create a mobile game which communicates with my own backend server. For authentication I want to use google Sign-in(https://developers.google.com/identity/sign-in/android/backend-auth)...
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26 views

I need to implement multiplayer in my c# game but a bit confused

sorry if this goes off topic, I'm trying to implement multiplayer programming in my c# game Pong. Since it's only going to be 2 player game can I make one instance of the game Server and the other ...
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45 views

Will TCP really affects UDP if used in different context?

I have read some questions about using both TCP and UDP in multiplayer game, such as Does it make sense to use both TCP and UDP at once? and Is UDP still better than TCP for data-heavy realtime games?....
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45 views

What are the advantages and disadvantages of UPnP for my game?

I'm currently developing a multiplayer game in Java. Current architecture looks like that the players can host a server by themselfs. How ever they would to have manually open specific ports on there ...
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19 views

How to reconcile idle ticks for multi-player client side prediction?

I am building a 3D 3rd person real-time action MMO. I am in the process of instrumenting client-side prediction and server reconciliation. I have authoritative game state snapshots being sent ...
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55 views

RPC and Command Calls OR Network messages for syncing variables across Server and Client?

I'm currently making a Unity Multiplayer game that relies on the synchronization of variables across the Server and the singular Client. I'm already able to use [SyncVar] to sync variables from the ...
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1answer
29 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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2answers
98 views

Is it secure to use UDP socket for a game server?

I'm working on a multiplayer android game with Unity. For server side I use python. There is no login system or username. Basically, there is a matchmaking system and rooms. I send json object which ...
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1answer
53 views

clock synchronization

Is there something I'm not seeing or there is a flow in this algorithm(which everyone is referring to) http://www.mine-control.com/zack/timesync/timesync.html Assumption 1: When I say a is ...
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39 views

Resolving collision physics across distributed physics engines?

How are physics engines linked for sharing workload or working with each other's entities over a network? I'm not really sure if this is common or not done at all. I realize having a single engine ...
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1answer
101 views

RTS Style Game With Client-Side Prediction

So, I am currently working on an RTS-like multiplayer game. Units are not controllable by players (they attack-move to a location automatically). I decided not to go full lockstep but instead do a ...
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1answer
174 views

Turn Based Game - Best approach for Server communication. TCP/IP or REST API?

I want to create a turn base multiplayer game where each player simultaneously takes his/her actions, and ends the turn. Both will see what the other player did afterwards and the next round begins. ...
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144 views

C++ Game/Server Design

I am making a multiplayer game in which one of the players hosts the server. I have written a mock-up for the game loop and I have implemented an SFML TCPSocket server that clients can connect too. ...
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13 views

Unity HLAPI Connecting to server problem after some hours

I have a serious problem whit UNET. I created a fps shooter multiplayer game with 12 player, and I use a dedicated server for my game. Players can join to servers via internet. My problem is : ...
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1answer
38 views

Compensate for animation time in multiplayer network game

I'm developing a multiplayer turn-based card game. In certain scenarios, the clients are required to perform an animation before moving on with the game. For example, the server informs the clients to ...
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1answer
45 views

processing request in order on game server

I am creating a simple multiplayer puzzle game in which multiple players can join a lobby and compete with each other. the player that submits the answer first gets the highest point, the player that ...
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0answers
37 views

Linear Interpolation Implementation

I'm trying to implement entity interpolation into my game. The structure is as follows: Send the keypress states from the client to the server Process the inputs and make calculations based on them ...
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2answers
66 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
101 views

How to properly handle up to 100 players with server side simulation?

Recently, I am getting a lot of interest on studying how FPS games servers handle players, but I can't find infos on how servers can handle up to 100 players. My main interest is finding out how a ...
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1answer
70 views

Network limitation in multiplayer game

I have a multiplayer cooperative game (PVE) in where there can be up to 200 enemies at a time (somewhere around that) and I was wondering how devs generally synchronize these? I already have packets ...
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0answers
29 views

Networking User Interface Buttons (build queue items)

I am creating a RTS with Unity/C#, and have noticed a problem synchronising build queues. Is there an ideal solution to handle button prediction? I think I may have overengineered the solution... ...
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1answer
42 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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0answers
18 views

Duplicate packets and termination of packets in multiplayer game

I'm making a multiplayer game (lazertag) with real hardware. After hours of research, I'm choosing the UDP instead of the TCP protocol to exchange data. Because of how unreliable UDP is and because ...
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1answer
108 views

Is RPC Safe and what is security layer of RPC?

We're creating a MMO and I wonder is RPC safe or not ? Isn't RPC easily hackable by injecting to client and what is the security layer of RPC on Unreal Engine ? For example; a player is walking and ...
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0answers
17 views

Handling game message packet loss at low speed and at a microcontroller level

I read this: How do I handle packet loss in a client-server network model? ...But I'm looking for more advice. Currently I'm implementing my own lazertag vests. I'm programming hardware (8051 ...
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2answers
111 views

How ID's work in FPS games

I am wondering how games generate IDs/GUIDs for their entities (along these lines), and which entities specifically get them. To narrow the scope of the question down, I am just focusing on FPS games ...
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1answer
113 views

Lag Compensation in a Real-Time Game

I have been trying to implement some lag compensation techniques for a real-time game, I've found some good resources online, but I don't think I fully understand the server-side part of the problem. ...
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0answers
95 views

How should a game server receive/send udp packets with a defined tick rate?

I currently have a game server with a customizable tick rate, but for this example let's suggest that the server is only going to tick once per second or 1hz. I'm wondering what's the best way to ...
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1answer
117 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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0answers
23 views

Unity LLAPI Connection Problems: NAT/Routers?

I have created a bespoke networking system using Unity's LLAPI. It works fine on the same machine, and sometimes works even to direct connect across the internet! The problem however, is that it ...
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59 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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0answers
43 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
20 views

OnServerSceneChanged is called many times

In my NetworkManager class, the OnServerSceneChanged function is called many times after change the scene on the server. As I understand it, this function will be called every time I change the ...
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44 views

How to sync movement physics over network?

I am having trouble visualizing the best method for syncing the player's movement over my network. My game is pretty much a race of rolling balls down a hill. It relies on the ...
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1answer
2k views

Get internal and external IP addresses in Unity 2018.2.0?

Unity 2018.2.0 makes the Network class obsolete. I have used "Network.player.ipAddress" in my code to get the local LAN IP address. ...
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0answers
22 views

How to implement client-side prediction for user created entity in Rollback, Replicate, Simulate style synchronization?

I have a question about how to handle user-created entity (like rocket, grenade and so on) in overwatch style world synchronization system (Rollback, Replicate, Simulate). https://www.gdcvault.com/...
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1answer
63 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 ...
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0answers
20 views

Unity Multiplayer game using HLAPI as much as possible. Basics for adding non-player registered prefabs

Hi all I am making a fairly simple multiplayer game in Unity. It's a football game. You can play with up to 11 each team and you control just one player. The system i used is the Client-Host method ...
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0answers
25 views

Networked physic + quadtree

I have some problem with understanding how to use quadtree to divide physic world (p2.js engine btw.) and synchronize this world with clients. Here are some informations about my game: Host & ...
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1answer
138 views

problem using OnStartServer() for unity multiplayer networked game

UPDATE: i am still scratching my head over this. The way i see it, the Awake() function is only invoked when I load it in the Editor, but if I put the prefab Loading line into OnStartServer() it just ...
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23 views

Modify PlayerPawn on clients & server when spawning

I want to set components in PlayerPawn on Server and on Client depending on certain player settings. The server should have the Authority. For testing, my PlayerController class contains those ...
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1answer
216 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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0answers
54 views

Should a matchmaker be in tcp or udp? [closed]

I wrote a game server in udp, now I don't know if the matchmaker be in tcp or udp. Because I know udp is connectionless and I think the matchmaker should be in tcp because they will connect to each ...
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0answers
164 views

When to use a lockstep protocol?

What types of games benefit most from lockstep? What games are not suitable for a lockstep protocol? What are the disadvantages of lockstep?
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0answers
29 views

I wanted to create a simple mobile online game for me and my mates. How should I handle the networking?

I've made a few simple games and one multiplayer game where you connect through LAN but for this one I wanted to learn something new. I have the game concept working on my computer, it's just waiting ...