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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Unity Mirror Networking Audio Behaves Differently on Host and WebGL Client
I am creating a system in Unity using Mirror Networking which will only require one host/server and one client. It is a WebGL build so the client will connect on a browser. I want to send commands ...
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Should networking and rendering be separated in multiple threads?
I've been trying to code a multiplayer client/server prototype game using SFML's networking.
My server and client use TcpSelectors to wait for a certain amount of time for incoming packets without ...
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Keeping characters in-sync in network rollback environment - when player is actively changing its input
I am implementing network rollbacker in real-time action game and found out a very strange issue where local (non-master) player is moved a bit forward then back when changing input.
After narrowing ...
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Networking Fire Rate And Shooting
Context: This is for a multi-player shooting game. It's coded in TypeScript however this question is moreso a netcode/theoretical question rather than a question regarding implementation.
My game ...
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How achievable is determinism when client and server run on different hardware?
Soon I'll have to start implementing networking for a game. To be able to simulate the game on both client and server and have no deviation, simulations need to be deterministic.
But how can any ...
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Multiple Node/Express/Socket.io servers for game lobbies?
Building a multiplayer game on the web that will be able to handle thousands of players at once, separated into independent lobbies/sessions. There may be 20 players in one lobby, 10 in another, 30 in ...
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Design Pattern for Server and Client Objects in Unity Netcode
I'm struggling with how to solve the general problem of having a server-side GameObject which does most of the work and a client side object that's coupled with it for UI purposes only.
As an example, ...
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How do I load a scene in Unity for the current client, but not any other client?
I'm currently using NetworkManager.Singleton.SceneManager.LoadScene using the Netcode package, but it loads the new scene for both the current player and any other connected clients. I want it to only ...
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Unity NetCode - How to call a function when a server or client connects
I want to do a number of things after calling the functions NetworkManager.Singleton.StartHost() and ...
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FPS Networking Rollback Algorithm
I'm attempting to implement rollback networking for an FPS game right now, but I'm not entirely sure about how to proceed.
From what I know, it is bad practice to send over client positions whenever ...
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Steamworks.Net invite to game not getting recieved
When sending an invite with SteamFriends.InviteUserToGame(steamID, "") the receiver doesn't get the invite, even though the InviteUserToGame function ...
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In online multiplayer games, can we transfer a player between two local (or even distant) servers while game processes are running on both servers?
Brief intro 1: about me:
I have this question in the back of my mind for a really long period of time, and I am currently very busy in establishing the offline aspects of the game(will take more than ...
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Input processing on the server-side
The problem:
Let's say we want to create top down MMORPG in browser, and we started with implementing movement of your character.
Okay, so how it works?
Character gets inputs and compares if they are ...
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Display a user webcam over multiplayer session on a wall in the middle of a level?
With the media framework, it’s now quite easy to use webcam or phone camera footage directly in the game.
Is there also a way to share this footage in a multiplayer game? So player A can see the ...
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How do I send data from client to server using LiteNetLib
I started with the example client and server from here and modified the client to send a response back to the server... which never arrives. What am I doing wrong? How do I do this?
Server:
...
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How do you upload an AudioClip to a server in Unity?
My current approach is to take an AudioClip, turn it into a byte array, then put it into an UploadHandler, attached to a UnityWebRequest, to send a POST request to a server.
Right now, when I pass ...
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TCP packets getting more and more delay as time goes by
I have a two processes - a client sending player input data to the server, via TCP.
Right now, it's sending 60 input updates per second. The first update arrives promptly in my test system, where both ...
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How to redact an event in a prediction/reconciliation networking model
I'm struggling with how to handle a particular situation in a prediction/reconciliation server model.
At t=0, Player A is firing. Player B is moving into A's line ...
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Emulating a Forza telemetry server and/or an OBD Bluetooth adapter (in Python)
I'm making a driving game in Pygame, and want to give a player the option to send game data to a Forza-compatible dashboard app (like SIM Dashboard) or to an OBD app (like RevHeadz). How do I do so?
...
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Server-Client Communication
I have a client, and it's basically a potato client. What I mean by that is it's code is something like this: (This is a junky version of the code, just to make a point)
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2
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Host & Client user input moving both Player prefabs at the same time
I have a player controller attached to the Player prefab - along with the NGO components
Network Object Client Network Transform Network Animator
In the Network Manager I have the Player prefab added ...
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How to listen for a TCP message?
I want to create a Unity WebGL application, that will run in a browser.
I want to allow this application to "listen" for messages, so it needs to be a server.
What could be the developing ...
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P2P + Authoritative server for Web based game, how to combine?
I'm working on an online Web RPG game (jRPG) with a map, that characters can go around.
Also, an important part, is that each player has his own world and each player can invite his friends to play on ...
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What makes the network coding for MUDs different from that of MMORPGs?
(I understand this is a bit broad, but I'm not a game developer, so I don't have a particular problem that I'm trying to solve.)
I can understand why the network coding for MMORPGs is so complicated ...
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Why don't my pieces shuffle on the client's end?
In my game there is a 'Shuffle()' function that both clients and the host can access that shuffles pieces around on a board:
...
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Game networking with physics different client and server languages
We are currently having only "turn based" multiplayer games in our party game lobby system. Now we considered to add realtime multiplayer games as well, for example golf in 3D. Our current ...
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Why nobody creates shared world games? [closed]
Vast majority of modern network games use "lobby" conception: when limited amount of players connect to a single lobby server and play the game in isolation from everyone else who is not in ...
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Syncing chest content in a host-client multiplayer setup
I'm modding a FPS game by adding a 2 player co-op multiplayer to an otherwise completely single player game.
One game instance acts as the host and I try to implement the synchronization of the ...
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153
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Java Netty cannot connect to the server
I am creating a simple 2d multiplayer game supported by the Netty library. The server is located on my local computer. I have a problem: why are some clients unable to connect? I tested on several ...
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Informing clients of player actions in 2d platformer
I'm creating an online game (2d platformer) and I'm having some trouble understanding what to send clients. I'm sampling each player's input and sending it to the server after a set amount of time. ...
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130
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Network racing game position interpolation jitters a lot
I'm making multiplayer racing game and I have problem with interpolating position..
Here's the sequence.
Server simulate the world and send vehicle transform packet through UDP socket every 33ms to ...
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370
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Pathfinding over network and local avoidance
I'm trying to build a little MOBA game (max 10 players) in Unity and i'm really stuck with the pathfinding / local avoidance.
Here is what i'm doing when user click to move on the map:
Client send a ...
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158
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GGPO / peer to peer winstate
How do games using GGPO (or maybe peer to peer in general) like Guilty Gear determine a winner? Just reporting a winner consensus might work with many independent players per lobby, but in e.g. a 1v1 ...
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How to implement rollback
From what I've read, there's several components which go into rollback netcode and requirements.
1: Your game logic update (input/state update) has to be able to run independently of your rendering (...
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2
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282
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Measuring RTT for my network game?
I'm building networked racing game right now. I'm using winsock with TCP/UDP socket and IOCP.
I'm having trouble with latency masking and I don't even know if my implementation is wrong.
So, I'm ...
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Do we need an ackowledgment packet in deterministic TCP multiplayer game?
I am trying to implement a deterministic game after having read 1500 archers on a 28.8. The simulation uses fixed-point math and the client only sends commands to the server which sends back the ...
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239
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Latency handling methods in a fast-paced multiplayer game with moving objects
I am working on a real-time multiplayer soccer game.
Currently, on my game, I created an architecture like that:
Every client has a copy of the game state, also the server has it too.
Clients send ...
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146
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Unity Multiplayer Sync Bools
I have a little problem with syncing booleans on my networking game.
I use the Mirror-Package for networking and use KCP for transport.
When the players basicly collide each other (using a sphere ...
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Reliable RPC frequency limits in Unreal Engine
I am implementing a fighting game in Unreal Engine and I want to implement "rollback". The way I envision it so far is that in every frame, the client will send the inputs it received in ...
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Architecture of networking in game engine
I am currently building a 2d game engine, with the future intention of adding some sort of networking functionality. I have past experience making networking games in Unity and whatnot, however I am ...
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How to manually Simulate Physics properly on Unity?
I'm trying to simulate physics manualy in a Unity 3D game. I've turned off Physics "Auto Simulation" in Project Settings and wrote this piece of code (it is more or less the unity doc sample)...
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Sandbox game: TCP or UDP
I know that UDP and TCP are not to be used at the same time, so I should only use one. I have read in this site that TCP should be used for a sandbox game. The problem is, My game is going to have ...
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How do game clients handle actions that occurred in the past?
Imagine you’re playing an online game with consistent latency. Your local clock is synced closely with the server.
Your character is moving along a straight line, you’re receiving information about ...
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529
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Network mechanism for an RTS multiplayer game
I'm writing a real time strategy game in Rust. In this game each player controls one of two armies facing off on a battle zone. To better understand the gameplay, my project is an open source version ...
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Ways to synchronize lists over the network?
Im working on a little plain c# gameserver using an ecs. It follows the principles of the client/server model architecture.
However im often running into the following problem, the server has one or ...
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Multiplayer bullet trails
The problem is as follows:
A receives the position of B as 40,40. Now, obviously this position is already out of date. On Bs screen B is of course already at 50, 40. Now A shoots at an angle from 15,0 ...
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Simulating movement input in server-side, with different tick rates
I'm designing a simple MMO game server with the help of ENet (reliable UDP library) and the Godot engine for client-side. I've read tons of articles, guides, stack exchanges questions regarding ...
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How do i correctly interpolate between 2 positions recieved from server?
I am trying to implement interpolation in client side. I store Vector2 position data recieved from server in a list and try to interpolate (x,y) from previous position to next position as data comes. ...
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Handling acks during 1+ second packet loss with Glenn Fiedler's Reliable UDP Solution
I've read through Glenn Fiedler's awesome guide on Reliability over UDP and I'm currently working on my own implementation for fun and learning purposes.
One pretty cool piece of Glenn's guide is that ...
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Rollback netcode: how to avoid teleportation?
I've currently implemented rollback netcode with a central, authoritative server (wooh!). I'm running into issues where if players have zero input delay, the other players see them "teleport"...