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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209 views

RTS Style Game With Client-Side Prediction

So, I am currently working on an RTS-like multiplayer game. Units are not controllable by players (they attack-move to a location automatically). I decided not to go full lockstep but instead do a ...
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1answer
2k views

Turn Based Game - Best approach for Server communication. TCP/IP or REST API?

I want to create a turn base multiplayer game where each player simultaneously takes his/her actions, and ends the turn. Both will see what the other player did afterwards and the next round begins. ...
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1answer
195 views

Compensate for animation time in multiplayer network game

I'm developing a multiplayer turn-based card game. In certain scenarios, the clients are required to perform an animation before moving on with the game. For example, the server informs the clients to ...
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1answer
82 views

processing request in order on game server

I am creating a simple multiplayer puzzle game in which multiple players can join a lobby and compete with each other. the player that submits the answer first gets the highest point, the player that ...
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168 views

Linear Interpolation Implementation

I'm trying to implement entity interpolation into my game. The structure is as follows: Send the keypress states from the client to the server Process the inputs and make calculations based on them ...
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2answers
103 views

Character appearance synchronization in open world multiplayer game

I am working on a multiplayer open world game where you can equip handhelds and armor pieces. In my architecture, there are clients and an authoritative server. Every equipable item is crafted by a ...
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1answer
198 views

Network limitation in multiplayer game

I have a multiplayer cooperative game (PVE) in where there can be up to 200 enemies at a time (somewhere around that) and I was wondering how devs generally synchronize these? I already have packets ...
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32 views

Networking User Interface Buttons (build queue items)

I am creating a RTS with Unity/C#, and have noticed a problem synchronising build queues. Is there an ideal solution to handle button prediction? I think I may have overengineered the solution... ...
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1answer
162 views

How do I determine how far to move an object in the client when using client-prediction?

I have a game server which, for testing purposes, is updating once per second, or 1hz so I can correctly implement client-side prediction. Everything is running locally at the moment so there is no ...
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164 views

Duplicate packets and termination of packets in multiplayer game

I'm making a multiplayer game (lazertag) with real hardware. After hours of research, I'm choosing the UDP instead of the TCP protocol to exchange data. Because of how unreliable UDP is and because ...
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1answer
822 views

Is RPC Safe and what is security layer of RPC?

We're creating a MMO and I wonder is RPC safe or not ? Isn't RPC easily hackable by injecting to client and what is the security layer of RPC on Unreal Engine ? For example; a player is walking and ...
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25 views

Handling game message packet loss at low speed and at a microcontroller level

I read this: How do I handle packet loss in a client-server network model? ...But I'm looking for more advice. Currently I'm implementing my own lazertag vests. I'm programming hardware (8051 ...
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2answers
216 views

How ID's work in FPS games

I am wondering how games generate IDs/GUIDs for their entities (along these lines), and which entities specifically get them. To narrow the scope of the question down, I am just focusing on FPS games ...
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1answer
689 views

Lag Compensation in a Real-Time Game

I have been trying to implement some lag compensation techniques for a real-time game, I've found some good resources online, but I don't think I fully understand the server-side part of the problem. ...
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1answer
1k 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
71 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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231 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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88 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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1answer
7k 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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1answer
150 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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1answer
835 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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1answer
284 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 ...
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0answers
103 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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644 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
36 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
95 views

Does Unity's Unet LLAPI compress data?

Does the NetworkTransport compress and decompress the data sent through the network?
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288 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
199 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: ...
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1answer
57 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 ...
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1answer
639 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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1answer
92 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 ...
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1answer
328 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 ...
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1answer
794 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 ...
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1answer
333 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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1answer
851 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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1answer
300 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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2answers
11k 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 ...
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2answers
171 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 ...
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1answer
651 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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1answer
145 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 ...
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2answers
47 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 ...
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0answers
552 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. ...
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2answers
307 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 ...
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0answers
359 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
106 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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1answer
766 views

How to interpolate server updates on the client for multiplayer?

I am implementing client-side prediction and an authoritative server multiplayer architecture. I am following along with the series of articles from http://www.gabrielgambetta.com/entity-interpolation....
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2answers
250 views

Latency issue on multiplayer game networking

I am currently writing a 2D top-down shooting multiplayer game using Java. I have a game loop at the client-side that does the following in order in each game tick (The client is running in a tick ...
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1answer
785 views

Steamworks Networking with LibGDX / Java

I have recently found out about Steamworks SDK and after reading through some of the documentation and information from other sources I was left with a few questions. I found Steamworks because I was ...
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0answers
188 views

How to transmit data structures larger than the allowed packet size?

The player avatars in my current project are rather complex and can be configured in a variety of ways. Configurations can be saved and switched between during the game, similar to e.g. an RPG where ...
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2answers
294 views

Using seeds for rng. A reliable way of saving bandwidth?

Imagine a server-client game application. While running, the server is constantly generating numbers for various random events and sending them over the network to inform the clients of the result. ...

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