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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67 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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0answers
18 views

Electing a host with WEBRTC

This is similar to Host Migration (P2P) with RTMFP and AS3 I have a webRTC chat room, initially used Twilio and switching to skyway, the situation is that I have a bunch of peers with data broadcast ...
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1answer
38 views

How do I connect Unity to a server backend developed in .net core?

I'm currently running to a wall in my game development and I need now some discussion to clear my mind... In my mind I have a plan for some little online game (focused around clicking and idling), ...
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Smoke-Testing (BVT) for libgdx games?

I'm wondering how to test my client server game or how to test games in general. Currently I'm able to run unit tests using https://github.com/TomGrill/gdx-testing but I thing most of the critical ...
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16 views

Can problems arise in client-server network games due to the permanent sending of messages?

I'm my Client-Server-based game I'm using the following stack: libGDX (Engine) Ashley (ECS) KryoNet (Networking) Box2D (Physics) Server =========> Client I've got a Box2DSyncSendingSystem on ...
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1answer
51 views

How do I get an unique hardware id with gdscript?

Using Godot Engine, I'm trying to implement digital rights management (DRM) using an uuid, and I want to get the user's MAC address. Is there an easy way to do this with gdscript? On Linux, I could ...
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2answers
49 views

Multiplayer tile based movement collisions cause client prediction to fail

I am developing a tile-based online multiplayer game, but I am stuck. Players can move across the grid in the four cardinal directions, as can enemies, but two players/enemies cannot occupy the same ...
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0answers
24 views

“The server isn't currently responsive” error when trying to log into Unity Hub

I had reinstalled Unity and Unity Hub to fix package manager error, and when I try to log into Unity Hub after it installs, i get the following error "The server is currently unresponsive" I tried ...
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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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28 views

Multiplayer game server headerless (Unreal/Unity) vs Custom Maps

I've been pondering about different approaches that a multiplayer game server can be managed and programmed. For instance some of the big engines like UE4 & Unity provide a 'build' flag that can ...
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Why do built versions of my multiplayer game act different than the version I run in the editor? (Unity / Mirror)

When loading saved data from a client's PC, it act's different to how my game, running in the editor works. Saved data is only being loaded on the version being played in the editor. Without any ...
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Why does every client that joins my server use my save data when loading their character stats? Unity / Mirror

I'm working on a dungeons and dragons first person game and I've been finishing up the character creation section. I've gotten to the point that you can choose your character's stats / ability scores ...
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C# - Network flooding

I just created a simple MMO in unity3d, then me and my friends test it via LAN and the result is very smooth. But when I hosted it in public (100ms ping) the server became unresponsive and causes ...
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0answers
30 views

Unity Mirror Network Transform not working

I am having an issue with Mirror's network transform component in unity. Players cannot see each other move, and in the inspector window only the host's player moves (this is not updated to the ...
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0answers
54 views

C# UDP Multiplayer Networking - issue with choppiness and consistency

I know I've done this incorrectly, but I don't know what the right way is. Right now I have two clients that connect to a server. Each tick the players send a packet of information containing their ...
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1answer
41 views

How could you use mirror in unity to network across multiple networks rather than only LAN (Port Forwarding?)

I've been working on a game for my friends and I to play during quarantine but I can't figure out or find any information on networking using mirror. Everything I see gives vague answers to even ...
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0answers
19 views

How come i get an error when connecting a second client to my game?

How come I get the following error message when I connect a second client to my game? Trying to send command for object without authority. RandomizePosition.CmdMoveToClick UnityEngine.Debug:...
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1answer
44 views

keeping clients up to date with server state in an mmo-like game [duplicate]

I'm making an online RPG that could classify as an MMO, but I'm keeping the project scope very small by making the game's systems simple, and focusing mostly on what I want to learn: real-time ...
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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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1answer
38 views

Multiplayer network architecture - why do we need to verify local movements?

I'm messing around with a 2D game using UDP. I've read some books and articles on the logic of a dedicated server to clients multiplayer game and I can't wrap my head around one thing: What I've read:...
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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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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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23 views

What design choice should I follow for client-server communication?

My game server currently launches a thread for each connected client, and handles all data exchange through that socket in a server-blocks-until-client-requests fashion. The problem derives from the ...
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1answer
42 views

What is online presence? (Is it the same as gameplay?)

I was reading the Fortnite 2018 outage postmortem, and it mentions it uses XMPP for online presence. Im not sure if this means gameplay or more generally, the presence of Fortnite online, like its ...
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0answers
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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2answers
74 views

How to load additive scenes to the master client, per player, in unity using photon?

I have already successfully created a multiplayer scene where multiple users can join, however there are some issues like unity not allowing multiple sound listeners per scene. In order to alleviate ...
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0answers
32 views

My server simulation is getting locked up between receiving movement input from players and updating projectile position

I'm currently developing a 2D game in the browser with Nodejs and Canvas. Im simulating the world state in the server side with a timestep of 60 frames per second. Im only sending a snapshot of the ...
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1answer
97 views

TCP vs. Reliable UDP? Sending Reliable Packets in Fast-paced Multiplayer Games?

I'm currently working on a networking framework for Unity3D in order to simplify making multiplayer games. I'm using UDP for any kind of synchronisation and unimportant data. My question is: how do ...
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0answers
65 views

PUN2 > Displaying all players' HP to a single pannel of a UI

I've set up a scoreboard-like UI to display all players' in the room as shown in the capture above. What I'd like to do is to display each player's own status info - Life amount as of now then ...
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29 views

How to create an instance of Windows Firewall interface object in Unity

I am trying to make the game add itself into the Firewall rule. I already referenced NetFwTypeLib.dll into the project. It led me to this line of code here: ...
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35 views

How to use NetworkChange in Unity

I tried to use the NetworkChange class in .NET to handle when the game changes or disconnects from the internet. I used Unity at API compatibility .NET 4.x level. When I add a delegate to ...
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0answers
52 views

How can I Instantiate an object only for me?

I am trying to make a multiplayer game, and I want to instantiate/create/spawn an object only for the player's game client. However, when I instantiate it, it spawns for everyone. Here is the code: ...
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1answer
82 views

How to manage network spawning?

I'm developing an multiplayer game "from scratch" (not using a big Engine-Suite like Unity but the lower-level libgdx). Currently I've got a NetworkManager which handles the sending of messages on ...
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0answers
51 views

Does StreamPeerTCP guarantee received packet is same from server?

I'm making simple Godot project that works with Node.js server. To receive and send packet to Node.js server, I used StreamPeerTCP. First seems works, but after 2nd transmission from server, extract ...
0
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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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0answers
96 views

How to sync entities in an ECS game?

I'm wondering how to engineer a client server sync of entities in a multiplayer game which is using an ECS. When the server changes some values of the components of an entity, I thought the best ...
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0answers
20 views

Networking roundtrip performance optimizations

I‘m creating a multiplayer game with libGDX and KryoNet for the networking part (I also uses Ashley as an Entity Component System, but this doesn‘t necessarily matters here). The communication between ...
2
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0answers
37 views

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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0answers
9 views
0
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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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0answers
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
20 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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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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2answers
203 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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0answers
27 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 ...
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0answers
33 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 ...
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1answer
100 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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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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0answers
34 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 ...

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