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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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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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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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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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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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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Mobile Game Realtime-Multiplayer with Firebase as Backend [closed]

I am developing a mobile game with Firebase as Backend. I want to add some realtime multiplayer features now and used Firebase Realtime Database for Prototyping. However, it turns out that latency (~...
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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 ...
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140 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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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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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 ...
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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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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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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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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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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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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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131 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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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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31 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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92 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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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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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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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 ...
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44 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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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 ...
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1answer
79 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 ...
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1answer
40 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 ...
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65 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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138 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 ...
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1answer
44 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 ...
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1answer
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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 ...
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23 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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56 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 ...
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1answer
175 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 ...
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1answer
131 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 ...
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1answer
132 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 ...
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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 ...
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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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45 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 ...
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1answer
124 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: ...
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791 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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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 ...
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1answer
922 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 ...
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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: ...
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21 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 ...
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35 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 ...
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1answer
51 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, ...
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162 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 ...
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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 ...

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