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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questions
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Sidecar Processes in Unity?
I'm a .NET Core web developer trying to learn Unity. In web development, if I want to perform more than one domain function at a time, I either want to run it as a totally separate service (disjointed/...
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1answer
18 views
Godot Networking [closed]
Can anyone tell me how I can integrate services like photon in GODOT.Please provide some sample code with is released into public domain so that I can use it.
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43 views
How do clients actually cheat? [closed]
I understand that in theory a client could cheat and for example change the damage received from 10 to -10 or double the movement speed etc. This is why we do server validation.
However I am ...
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1answer
40 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
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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 ...
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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 ...
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0answers
13 views
How to sync Box2D worlds with an dedicated server?
My game consist of two parts: The client and the server. At first the game was planed as single player. After a few month I decided to implement it as an multiplayer game so I started a new sub-...
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34 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
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2answers
65 views
Should I create thread for both UDP and TCP?
So I have TCP connection for stuff like leveing, player info, etc..And I have UDP datagram for stuff like player position, rotation, etc..Should I create new thread for both TCP and UDP on both client ...
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24 views
Switching between meshes vs Loading only specific mesh
I am currently developing an online multiplayer game on Unity. In the game, the character of each player will be assigned its mesh after the game receives parameters (their meshes' names) for each ...
0
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0answers
28 views
What to send for moving players in a networking-game
In my game I make use of Ashley (the Entity-Component-System). I've got a player which have an Transform-Component as well as a Brain-Component which is holding the boolean variables which are ...
0
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1answer
83 views
How to handle MANY enemies in networked P2P game?
Let's suppose a game of 4 players, one is the host.
They will fight many enemies, along the lines of 20-40 at the time. Among other things like sending their own state to the other players (position, ...
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31 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
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0answers
21 views
Connecting clients with UDP and WebSocket connections
I'm in the process of making a physics intensive multiplayer game. Naturally I use a UDP to transfer packets regarding rigidbodies between client and an authoritative server.
However non-essential ...
0
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0answers
23 views
Can a mobile device create a game server for two-player online games in turn? [duplicate]
First of all excuse me if I say crazy things. I'm trying to make a turn-based multiplayer logic game for two players.
This is my purpose:
Two types of user, the one who creates the map and the one ...
0
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0answers
41 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 ...
1
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1answer
37 views
Kryonet - Open a server locally only
On the game I'm working on I wanted the singleplayer mode to use an integrated server to make adding more players via networking easier. The way I have it right now is I open a server and connects the ...
1
vote
1answer
69 views
How should I update object movement on Client in a lockstep game?
I have a game that I am implementing a lockstep system for multiplayer on an RTS game. Now the server sends update packets at a higher frequency than the clients with new data.
What I'm stuck on ...
0
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1answer
36 views
Game server simulation loop updates to fast even if the fixed steps are implemented
Today I wanted to ask you about the server world simulation loop that I have implemented and it acts weird.
I am using Java, LibGDX and KryoNet to create 2d rpg co-op game based on server-clients ...
0
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1answer
62 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
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0answers
25 views
Sending position updates from server to clients (Unity + gRPC)
So clients connect to the server and the server spawns an entity for each of them. What I'm confused about is how to send position updates from the server to the connected clients. I read about ...
1
vote
1answer
41 views
How does one organize AI interactions with Local and Remote Players?
Scenario: In a first-person multiplayer game, an AI monster grabs a player. (This would be first-person player on the client's local machine, and a third-person remote player on the master and other ...
0
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1answer
30 views
Networking - assigning IDs to entities
Maybe I'm asking dumb question, but this problems bothers me...
So I have my networked game in Unity (client), and server written in C# (without Unity). I Use ENet library for networking. Most of ...
0
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1answer
20 views
Additional Entity ID for networking instead of general EID?
http://t-machine.org/index.php/2015/06/09/entity-ids-how-big-using-uuids-or-not-why-etc/
I see this one article that proposes specific IDs just for the networking side of the game. If you are already ...
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0answers
42 views
How can I use StreamPeerSSL with Godot (server-side)?
I am trying to implement encryption for my game. The encrypted data will be handling authentication to the server and chat data.
In order for StreamPeerSSL to work, I have to wrap it around ...
1
vote
1answer
168 views
Why can I only connect one client to my server?
I am currently working on a Udp server and client system, where I worked out a way to "verify" which user is sending the updates. Essentially, the very first package they send is "blank", which the ...
1
vote
1answer
101 views
How do you send game data from/to server?
Recently I've learned about running my clients and servers on separate threads than main, and I was able to send string data back and forth, open/close sockets, etc.
Now I'm curious: How do I send ...
1
vote
1answer
107 views
Why does my game crash on startup?
I'm very new to networking, so I've been trying to develop my own server and client to use with Unity. I did some copy and pasting to learn the basics, but now I'm trying to get a real grasp of how to ...
1
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0answers
23 views
Destroying a networked projectile and creating a client side visual for all clients in Unity?
I'm making a shooter in Unity with UNET, and of course I handle projectile (like arrows) collision on the server.
The arrows are Networked rigidbodies with NetworkBehaviours, and I would like to ...
0
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0answers
18 views
Best practice for frequent sending webSocket/Socketio/webRCT data [duplicate]
I already done game template for classic platformer. I use matter.js for physics and my own override draw functions. Everything works fine. Next stage is to make it multiplayer.
I interest is it good ...
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0answers
43 views
Unity and C# Server - Real time communication
I am developing a Unity realtime mobile with a C# server, but I have several doubts on what I am doing, as it looks more complicated than how it should be.
I am using websockets for network ...
1
vote
1answer
96 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:
...
6
votes
2answers
720 views
Architecture of networked game engine
So after working on my game engine for 2 years, I've decided to step into the networking environment. I just don't know if it's a good idea to rewrite the engine, or how much work it will take (but ...
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0answers
42 views
How do I support multiple platform patch cycles in a client/server multiplayer game?
I'm making a game with network multiplayer that will be playable with crossplay from multiple platforms. The game is written in c++ and uses regular TCP sockets for network communication. Currently ...
1
vote
1answer
492 views
Peer-to-peer Multiplayer Game [closed]
I built a casual game where the user answer the right word in random question. Now I want to make this game multiplayer (4 players) working on smartphones and tablets (Androird & iOS) where all ...
0
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0answers
22 views
Networking and Timing issue
I have been trying to use the low-level API for UNET and the focus of this problem is this: ...
0
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0answers
20 views
UDP vs. TCP for a click-based game [duplicate]
I'm contemplating transport protocol for a real-time click-based multiplayer RPG-style game.
User clicks on the ground -> character walks to position and holds
User clicks on an item -> character ...
0
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0answers
29 views
How to create Simple Click multiplayer test Game with photon
I am trying to create a simple multiplayer test sample with unity and photon but unable to do so. I am watching the tutorial and reading for 2 days. Now I know how to connect the player to a server ...
0
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1answer
42 views
NavMesh - LoS and “Containing”
For a gameserver/backend, I have a navmesh for "walkable" areas in form of points/triangles.
Now I want to check every gametick if the client is still in a legit place and if he shots/casts a spell, ...
1
vote
1answer
156 views
Keep world changes in sync in client/server architecture
Imagine having a big room (4000w x 4000h) which contains players and items (world objects). The room is spatially partitioned in a 10 x 10 grid for collision detection and changes in the viewport of ...
4
votes
5answers
1k views
Should damage calculation in a competitive multiplayer game be done client-sided or server-sided?
I'm interested in creating a moba style game like League of Legends and need help with a situation.
More exactly: I have an item that gives the player 50 Attack Damage or an ability that does 50 ...
0
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0answers
111 views
Eager or lazy loading synchronization
Imagine joining a room with 100 (moving) players and a lot of items and being assigned a random position in the room (read: agar.io).
At the moment I'm eager loading the other players and items and ...
0
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0answers
93 views
Smooth network movement lunge (UE4)
I am working on a melee in Unreal Engine 4 that lunges towards an enemy until it reaches it and applies damage.
I have tried various approaches to get the movement looking smooth on the local client.
...
1
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1answer
71 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
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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 ...
1
vote
0answers
26 views
Game Maker picking the wrong network adapter for broadcast
In my game I need to get the local network IP of the computer that is running the game, and for that purpose I have the following code:
...
1
vote
1answer
34 views
how to detect Unity UNET errors?
I'm working on a simple multiplayer online game. and I use UNET and Networkmanager.
In my game I have some rooms and players ...
0
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0answers
66 views
How can I make billiard without using Rigidbody? [duplicate]
Unity's physics engine isn't deterministic (ie. the results aren't always the same on all computers) so I haven't Idea that how billiard games Implemented.Is there a way to Implementing fake and ...