Questions tagged [server]

The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.

Filter by
Sorted by
Tagged with
1 vote
1 answer
118 views

What is the correct way to stop a Godot dedicated server

So I'm trying to understand how multiplayer works in Godot and the docs are very clear when one application is the host and the other applications join the host. Now i want to have a dedicated server ...
LoonPie's user avatar
  • 78
1 vote
0 answers
49 views

Verifying user app license from server side using Google Play Licensing for paid app

In https://developer.android.com/google/play/licensing/server-side-verification it was said that it is possible to perform license verification check on a server. The step for server-side license ...
aaa's user avatar
  • 107
1 vote
0 answers
69 views

2D grid game server - interaction system/dynamic blocks

I'm building a Server-side engine for 2D sandbox game similar to Terraria or Starbound. The language I use is Dart (similar to JavaScript or C#). Currently I'm trying to figure out how to make a good ...
Zekfad's user avatar
  • 11
0 votes
0 answers
34 views

Verify Unity, Oculus app on server side [duplicate]

Starting with the fact that my background is non-technical, I have used a keystore with my Unity game build that is for Oculus, Rift, etc. Now I want to verify the authenticity of incoming client ...
SKB_BGPL's user avatar
0 votes
1 answer
295 views

Multiple game servers on one dedicated machine with different IP’s

I apologize if this is not the proper place to ask this question but I am hoping that if you folks cannot help then you would know of someone or somewhere to send me to get the answers that I have ...
Eroded Gaming's user avatar
0 votes
0 answers
86 views

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 ...
stighy's user avatar
  • 427
1 vote
1 answer
205 views

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 ...
AseN's user avatar
  • 113
0 votes
1 answer
84 views

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. ...
Kaeru's user avatar
  • 3
0 votes
0 answers
178 views

Handling big maps server side

How do games handle arrays/objects of billions of lines to load every gameobject/players positions of big maps for example (server side, for authoritative servers)? I understand it could be split ...
Owow's user avatar
  • 101
0 votes
0 answers
571 views

UDP authentication

How to check if the sender of a udp packet is authenticated? I think sending an authorization token in each packet is slow. So my second implementation is this: the network part will consist of one ...
olegshmel's user avatar
1 vote
0 answers
592 views

How to make an update loop in a Node.js game server

I'm making a multiplayer game with a Node.js server, and I'm searching for how to write the game loop. I'm currently using a setinterval every 15ms, but someone ...
Wild Royal's user avatar
0 votes
1 answer
3k views

Get count of players in room by room name

I'm trying to make a multiplayer game where there are multiple levels. All these levels will have different rooms, each with a max player count of 4. Basically, player selects a level check if there ...
Howler's user avatar
  • 171
0 votes
0 answers
70 views

Best way to monitor server performance in real time

I have multiplayer server written in C that handles various tasks like user sessions, game states and database. The server communicates with clients via TCP sockets. There are multiple threads each ...
user159155's user avatar
0 votes
1 answer
460 views

Asset Bundle download from server: how does one prevent scripted attack?

I am relatively new to how asset bundle works in Unity. Based on my learning, it seems one uses UnityWebRequest.GetAssetBundle to download an asset from a specified ...
cr001's user avatar
  • 153
0 votes
1 answer
946 views

How many database servers does an online game need to handle around 100000 users per day?

I don't need an exact number but I want to know roughly how many MySQL servers do I need to rent if I were to develop an online RPG game that has roughly 100000 users per day (assuming on average 1 ...
cr001's user avatar
  • 153
0 votes
0 answers
218 views

In the ECS on my server, how should I organize components along with systems?

A quick note about my server is that it executes game logic in 250ms intervals. I am trying to wrap my head around how to do this. The main issue I have is currently that I have the map of entityIds ...
Althaen's user avatar
  • 103
1 vote
4 answers
747 views

Are MMORPG servers and clients usually developed in isolation?

As with the title, are they usually developed together in a custom engine, or are they mostly developed independantly of each other? e.g. the server and client as completely different projects that ...
Grant Upson's user avatar
1 vote
1 answer
170 views

How do I guarantee that important one-time events in my UDP network protocol get received?

I'm creating an online arena game server (moba) that players can play together. 2v2 or 3v3. The game is similar to Battlerite. I chose client/server architecture with deterministic server that tells ...
Mamad R's user avatar
  • 113
0 votes
1 answer
2k views

How do ticks work on game servers?

So I'm currently learning more about game networking and how clients and servers work, and something that I have a hard time wrapping my head around is how game servers works in terms of ticks. Why do ...
RileyDan's user avatar
  • 101
2 votes
0 answers
65 views

How to route players in the same "room/match" to the same server?

I have a system where clients are connected to one of many servers sitting behind a loadbalancer with WebSockets. No matter which backend server clients are connected to, I am using a messaging ...
user482594's user avatar
0 votes
1 answer
243 views

Should a server run all maps in one loop, or a thread/game loop per map?

I'm working on a real time multiplayer browser-based game. The game is top down on variable size tile based maps. There is no central map where all players come together, the entire game plays out in ...
sushibrain's user avatar
0 votes
0 answers
51 views

Servers do not remove spawned prefab after disconnection

I built a multiplayer game with the Unity UNET. For doing this I bought a VPS server. Everything works fine. But sometimes when players want to quit the game, the servers do not destroy him from the ...
iman_sh's user avatar
  • 175
1 vote
1 answer
262 views

Networking to make a single player RPG into multiplayer

I’ve written a few games in Xcode before and would like to turn one into the simplest possible 2D top-down RPG multiplayer game. Essentially just needing movements around a big tiled map (I love ...
Donny7's user avatar
  • 11
0 votes
0 answers
74 views

Do developers watch player match recordings for their online games?

When developers plan and decide on new buffs and nerfs, do they gather information from online game matches, recorded secretly from their servers' data feeds and reconstructed / analyzed offline - for ...
ivan866's user avatar
  • 141
0 votes
2 answers
431 views

Running multiple game servers on single host

I want to use a vps/dedicated server for game hosting. I expect hosting a lot of servers on that. For the connection, should I assign a unique port for every server or change IPs for every server. And ...
CoolingJam19341's user avatar
0 votes
0 answers
59 views

Advices on multiplayer implementation

I am developing a top down shooter and my singleplayer is pratically finished so now I want to move on to develop multiplayer but I have some questions and I am seeking for some advices. In my game a ...
Fábio Pires's user avatar
0 votes
1 answer
145 views

Authoritative game server and database storage

In an authoritative game server working with websockets, should you store every action to the database before sending the response to the client? The risk is the slow response time. Or should the ...
Arty's user avatar
  • 103
0 votes
0 answers
25 views

Can you run a websocket client in EU4 server mode?

Is it possible to build a websocket client (eg using blueprints) and then package this into an EU4 server (like suggested here). If so, would this mean that the EU4 server's websocket client could ...
Shasaur's user avatar
4 votes
1 answer
3k views

How to develop both a client and headless server together in Unity

I'm making a multiplayer 2d shooter platformer in unity. And after studying the different options to program an authoritarian server and with the great help that many of you have already provided me ...
coantia's user avatar
  • 57
1 vote
0 answers
117 views

Code reuse for a CRPG data model on the server-side

I'm working on a turn-based game with CRPG (Computer RPG) elements in HTML5. It has to support 10K+ CCUs (Concurrently Connected Users). The CRPG elements in the game are item and character systems: ...
Alexander Gladysh's user avatar
1 vote
0 answers
2k views

How do I set up a dedicated server for my multiplayer Unity game?

I've made a multiplayer game with Unity and Mirror networking, and it all works perfectly when just running it on my own computer. However, I am trying to host on a dedicated server so that I can put ...
xcrypt's user avatar
  • 488
0 votes
1 answer
43 views

Using proxy servers to tunnel data between clients and world servers

Background I've read up a little on the concept of splitting the world into regions which in turn can each be run on a node within a cluster. However my game concept revolves less around zones but ...
Flosculus's user avatar
  • 103
0 votes
0 answers
226 views

Game Rooms Server Architecture - ENet CSharp

My team and I are working on an upcoming online fighting game using ENet-CSharp (A C# ENet implementation created by nxrighthere), and we're currently designing the architecture of the server. We ...
Ido Sofi's user avatar
1 vote
0 answers
323 views

How can I stress-test my sever for the game Rust?

I am looking to stress test my server for the game Rust and monitor CPU, RAM and FPS. I could not find much around. I general I think I will need a good amount of compute power, bunch of cloud based ...
Madeo's user avatar
  • 111
1 vote
2 answers
559 views

Is good idea to use single threaded server for games? Also can it handle multiple clients?

I was developing an game. I using single threaded nodejs(socket.io) server. It is good for simple games or games like basic 3d world? Usually game will have 10-20 players(clients). Also is single ...
ihatemyself's user avatar
0 votes
0 answers
224 views

How to remotely host my c++ game server on Ubuntu?

I made a server for a 3D multiplayer game I'm working on. The game is currently functional to a point where I know multiplayer gameplay is possible locally on Windows. IDE: Visual Studio 2019 Target ...
Mithrandir's user avatar
0 votes
2 answers
136 views

Turn based game in HTML/JS/CSS - new joiner messes with state of game while animations are still running for other players

I developed a playing cards web app using HTML/JS/CSS. Communication with the server is performed using WebSocket. The server is developed in Java Spring. The game proposes to join one of the many ...
Mehdi B's user avatar
0 votes
0 answers
436 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 ...
Apabos's user avatar
  • 1
0 votes
1 answer
1k views

How to build TileMaps dynamically from a database?

The game I'm building allows users to create their own tile maps essentially, so I want the server to respond with tilemap coordinates if / when a user enters their custom world.
James Nixon's user avatar
2 votes
1 answer
3k views

Multithreaded design for a game server

I would like to start developing my own game. Basically, the game has a "world" that players can travel around and modify. Think of it as a much more realistic version of Minecraft or an open world ...
Java Developer's user avatar
0 votes
0 answers
42 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 ...
Paco S's user avatar
  • 1
0 votes
0 answers
87 views

minecraft like game server database arhitecture

Let's say we have a 2d map 500*500 tiles in size. And each tile is editable by players and has many states. So it's 250k tiles. The game is multiplayer online game. What would be the best approach ...
lxknvlk's user avatar
  • 236
0 votes
1 answer
667 views

Multiplayer Game Server Input vs Tick

I'm building a game server for a turn-based RPG game, where the players control their characters through a web interface ( think kind of like a Jackbox Party Pack game, where there's a screen that ...
Sean Hagen's user avatar
0 votes
1 answer
286 views

Server-side "Fog of War"

I am working on my custom server for my online game and I was wondering if there is any way to accomplish this in a more performant way. Basically I will be spawning and despawning objects (such as ...
Exrotz's user avatar
  • 3
0 votes
1 answer
609 views

How do Mobile Idle-Games work [duplicate]

I wonder how idle games, games where players only make a few clicks to get a game progress, work. These games appear to be running in the background, even when the app is closed. Therefore these games ...
IdleGameFan's user avatar
0 votes
1 answer
105 views

Rest API as Remote Data Storage

I'm currently working on a minor multiplayer project which is made like a hacking simulator where your character can login to a "console"-like interface to permanently manipulate the system with ...
Poul A. M. Poulsen's user avatar
0 votes
0 answers
522 views

How can I make simple launcher for FiveM server?

I would like to know how to create simple launcher for FiveM server. I don't need help about UI, design, etc. only script when someone clicks 'Play' it connects him to server. Thank you very much!
DonIvanda's user avatar
8 votes
4 answers
5k views

Mechanics to keep mobs and environment alive without using tons of memory?

I'm working on a server for a little mobile MMORPG. This consists mainly of two important features: mobs and environment resources like trees, rocks etc. The world is randomly generated and each time ...
genaray's user avatar
  • 517
0 votes
1 answer
112 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 ...
Pins's user avatar
  • 559
2 votes
1 answer
3k views

Server game loop

I'm trying to setup a very simple multiplayer game that allows some users to join and walk around. The game is 2D and the players will have a position, the direction they are looking in (it's a top-...
Logan's user avatar
  • 25

1
2 3 4 5
7