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37 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
12 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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46 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
41 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
17 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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0answers
29 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 ...
2
votes
1answer
417 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
12 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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0answers
49 views

Why are my Unity Network matches ending in only 2 minutes?

I am creating and finishing my game that works exactly like Slither.io. Some matches created on internet and you just go inside. Multiplayer game with unity. Now i have unity free that allows 20 ...
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1answer
50 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
14 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
22 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
53 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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0answers
18 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 ...
3
votes
1answer
200 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 ...
1
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0answers
46 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
51 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
26 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 ...
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0answers
146 views

Using UDP in an MMORPG and Port Forwarding?

How can you get around having to make all clients port forward for their outgoing port? In my game the server has it's incoming port as 5600, and the clients are bound to a random port right before ...
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0answers
27 views

Does Unity's Unet LLAPI compress data?

Does the NetworkTransport compress and decompress the data sent through the network?
3
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0answers
74 views

Networking and physics

Context I have been implementing my own networking for a third person multiplayer game, but controls and physics will be ala old school FPSs. I'm using Unity's transport layer, which allows me to ...
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0answers
21 views

How are certain events supposed to be simulated on a Node.js authoritative dedicated server for a Unity game?

I have been thinking about server communication and simulation for Unity games and have run into some issue I don't entirely understand. Therefore I have some sample cases and like to know how that ...
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0answers
57 views

How to reduce server traffic for 100+ multiplayers game?

I'm working on fast-paced multiplayer game which has 100+ players in single session. To sync entire game state to each player, server should send massive data if I did not any compression: ...
0
votes
1answer
35 views

What type of network design should be used for my game?

Okay, so I am trying to design a multiplayer only game. Here is the gist of my multiplayer gameplay structure, When a player starts up the game and clicks Play, he will be send to a map with 7 other ...
1
vote
1answer
63 views

Implementing Multiplayer: entire world ticks or just changes?

i'm working an a very simple multiplayer experience (for now node.js, later will probably remake all in c++, but my question is more about theory). All guides and tutorial i saw about making ...
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0answers
14 views

Networking not working on android when upgrade project from 5.6 to 2017 or 2018

I currently have a unity project that plays a networked 360 video using unity 5.6 on android phones. (The phone plays the 360 video in cardboard view, while the video playback is controlled by a ...
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1answer
55 views

How do I let game maker know that recieved json data is an array?

In python I created an array called lobbyList = ["Awesome","Funny","Epic"] I sent this array to Game maker studio 1.4 using JSON, I made a variable called ...
0
votes
1answer
44 views

Making read from and write to databases

I want to make a few simple databases for a sports game using Unity2D(C#). One is a read-only google sheet where it takes the players from the pool and adds them into the game at the start. Another ...
0
votes
1answer
43 views

Unity UNET, problems spawning and then destroying that instantiated prefab

I am very new to networking, and have ran into an issue, read below. I have multiplayer system setup, where players can spawn, they can pick up weapons and drop them, there is an object representing ...
0
votes
1answer
65 views

Server/Client Design for Clash of Clans Like Game

I'm working on the server/client design for a game similar to Clash of Clans. I've read through dozens of articles and have some general parameters of what I'd like to accomplish. Scalable (Probably ...
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0answers
14 views

creation of all the players on the server on all clients

I have a server and there are 4 clients connected. Every client has a local player, and every player has an ID. How can I create all the players that are in the server on every client? I was thinking ...
3
votes
1answer
75 views

Why is server frame rate slower than client's?

I have read in my lecture notes in a game dev class that in a server-client-architecture multiplayer game, it is common practice to have the server running at a lower frame rate than the client (20 ...
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0answers
34 views

What architecture is involved with creating a lobby system in a networked game?

I've recently done some networking courses which go into detail about how to make these systems work, but they have failed to cover any advanced scenarios that are actually included within real games, ...
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votes
1answer
64 views

Do multiplayer games use common server frameworks? [closed]

I mean, does each game company develop its own chat server? Login server? I'm not sure how massive multiplayer games work, I believe they each have a login/lobby server and game servers, which the ...
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0answers
38 views

Optimization for end-to-end multiplayer pong-like game

I've developing a small pong-like game for educational purposes and I've reached the point where I'm looking at implementing network gameplay. The idea is that a player can either wait for someone to ...
0
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0answers
12 views

How to wait for a particular message/packet to come in with timeout

I am trying to create a client-server card game. Right now every tcpclient that is accepted continuously reads, and calls an event OnMessageReceived whenever a message comes in that will then be ...
0
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0answers
56 views

Unet, how to sync a counter to check if all players are ready

I'm making a multiplayer bomberman game using Unet. I'm trying to create a ready check to start the game when everyone else is ready. I tried using a sync var,Command and Rpc calls, but nothing seems ...
2
votes
1answer
560 views

What is the difference between a “ping” and “RTT” (round-trip time)?

RTT, or round-trip time, is the time that it takes to send a message and receive the result from server. As I searched this, this seems to be the same as ping in network jargon. Are there some ...
1
vote
2answers
74 views

How can I handle sharing storage units in multiplayer?

I have recently come across a certain problem in programming my MMORPG: the synchronization of shared storage units. With shared storage unit I intend something like a "chest" that can be accessed ...
0
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0answers
32 views

Making different users see their data on the same canvas

I'm trying to make a game similar to Wizard101 (Game in the pic). I got stuck in the networking part since all tutorials show how to handle users, but not their data. What I want to do is to create ...
0
votes
1answer
62 views

Best way to store items with statistics in an mysql database?

Im currently working on an multiplayer game. Therefore using MySql for my game to store different data ( For example players, resources and so on ). Lately i implemented items, players receive them ...
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0answers
31 views

Subscribing to and sending events on UNET

I am working on large distances, where the clients only need to receive information about other players when they are nearby. I've been doing a little bit of homework and (thanks to another answer on ...
0
votes
1answer
56 views

How can I send commands to only certain clients?

I am building a multiplayer game server with Unity. In the game there are players moving around the map. Now, because this map is quite large compared to the number of players, I was thinking to have ...
0
votes
2answers
38 views

Using a remote highScore storage/retrieval system. I have no idea on how to implement

The system is something like this: highScoreDB || Validator || PlayerSession ---Database---||--Script---||----Game------ PlayerSession is an active game ...
1
vote
0answers
59 views

How to handle increased/decreased latency in client side entity interpolation?

Edit After reading some more questions on this board, I've come up with this potential scheme. Feel free to give any suggestions / criticisms on the scheme I show in the box below. ...
1
vote
2answers
86 views

Verifying client file integrity

I am working on a simple game. It will have multiplayer over LAN, and I want to give the host the option to verify that players are not using modified clients (note that this will be disabled by ...
1
vote
0answers
98 views

Real-time MMO: how should authoritative server update client position

I'm trying to build a real-time MMO game. I'm using Phaser for FE and Node.js + socket.io for BE. I have read all the tutorials like http://www.gabrielgambetta.com/client-side-prediction-server-...
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0answers
47 views

Data synchronization between master and slave servers

I am looking for a way to synchronize data between master data server (connected to a database) and slave game servers. The master server should make a decisions about which data should be ...
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0answers
24 views

Multiplayer TPS, data processing by server

So, I have the networking system (in Unity, using Low level API), which collects input from the player and at every tick sends it to the server. The server gets the input and processes it and sends ...
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votes
0answers
52 views

Netplay - syncing world simulations. Proposal

My question is about synchronizing two world simulations. Lets say we have world where time unit is "step" How can be sure that each step tick happens in about same time in each of two users? Or ...