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Questions tagged [server]

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

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How can I debug the logic on my game server?

I am developing a 2D side-scrolling multiplayer game using Node.js. I'm having issues debugging certain aspects of the development process (ex: collision detection, player movement, latency, etc.). ...
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Debugging a server with JUnit - showing the stacktrace after crash

I implemented a server that needs some testing and just experienced that when the server crashes, no stacktrace is shown. A simplification of a basic test looks like this: ...
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1answer
46 views

What is more efficient: Excessive Multithreading or Event-Handling through one Class?

I am recently working on a server for a game (1 vs 1 with observers) that shall support parallel games and I wonder whether it is more efficient to create 1 extra thread per game/lobby or to let one ...
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34 views

Do I need a server if I only want to upload data to a DB?

I'm currently creating a game where people get some kind of reports for their game performance on a website. Let's say, you log-in, play the game, the system gathers your performance data and this is ...
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2answers
79 views

Project organization for a multiplayer client-server game

I'm programming a game 100% in Java but I'm having some issues concerning the final games architecture. I plan on having two separate projects: one that will hold the client side of communication ...
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1answer
43 views

Inputs in realtime multiplayer game

I'm using a structure, where client sends his inputs every 20ms in one packet and server parses his inputs every update(20ms aswell). I've got a problem, since player can send me more than one inputs ...
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1answer
95 views

MMO - Server monster handling

Dabbling with basic MMO code because it intrigues me. How does the server handle monsters / mobs? I understand that generally on each game tick, the server loops through each player to send them ...
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0answers
19 views

Best way to update a file to a server from Unity?

I am new to Unity but was wanting to amp up my knowledge. I am creating some scouting software for my robotics team and they want to have the program to connect to a server and with the click of a ...
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0answers
25 views

Real cost associated with Firebase or AWS game project back ends

I have been looking for answers to how much does it really cost for using systems such as Firebase or AWS for deployment. We have several games apps and web games we want to deploy this year. Some ...
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1answer
74 views

Server-side real time position calculation based on destination position - C#

What I want to achieve is to calculate the real object position based on its speed and a destination position. In my server, I have a MapInstance that have a list ...
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0answers
20 views

server coordinate to client coordinate

I've a really quick and maybe dump question and I don't really know how it is handled generaly. I want to make a tile base multiplayer game. Player doesn't teleport from a tile to another but just ...
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1answer
95 views

How to propertly send map to clients in MMO?

I'm designing a game where the map has 1 M tiles. The game is simple, is a 2D game with low graphic requirements and without player movements, only change states, so I don't need to update player ...
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2answers
191 views

Is it secure to use UDP socket for a game server?

I'm working on a multiplayer android game with Unity. For server side I use python. There is no login system or username. Basically, there is a matchmaking system and rooms. I send json object which ...
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1answer
125 views

clock synchronization

Is there something I'm not seeing or there is a flow in this algorithm(which everyone is referring to) http://www.mine-control.com/zack/timesync/timesync.html Assumption 1: When I say a is ...
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0answers
97 views

Is native performance of C++/C etc. relevant for game servers? [closed]

I am wondering if the performance of unmanaged languages like C++, Rust etc. is relevant when developing a game server or is it more about the network. For game clients, it makes sense and is probably ...
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2answers
70 views

Will Geolocations for IPs ever change?

I'm making a game where the geographic location of a user is used to give them a little flag icon next to their user name. To do this, I've been using the ipstack API. However, the API only allows up ...
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1answer
298 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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3answers
234 views

Is it possible to store ALL game data on the sever side

I want to make a game where everything is supposed to be a surprise. Everything from the maps to the enemies, no guides what so ever. For a normal player it may not be a big deal but some people may ...
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1answer
76 views

Fixed timestep on the server without hogging CPU?

It sounds backwards, but it's the situation I'm currently trying to solve on my dedicated server. Everything I've read about fixed timestep assumed it was on a client, where you're already running in ...
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3answers
352 views

MySQL for MMO-Development… What do i have to consider ?

Im currently developing an little mmo. Its pretty basic, players can walk around... gather some resources... build some simple buildings and craft things. Before i began to develop i read a lot about ...
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0answers
29 views

Sharing data between scaled game servers

I have a multiplayer game with a single huge map. The map is divided into areas. Each area is 50x50 piece of the map. All players can move between each of the areas. There are hundreds of said areas. ...
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0answers
76 views

How should I implement lag compensation in my racing game?

I've looked around and I see a lot of discussion about lag compensation for FPS's, but none for racing games. I know Mario Kart uses some sort of interpolation for other racers, but it doesn't ...
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3answers
181 views

How can I keep a consistent number of players per match in a continuous multiplayer game?

Fortnite Battle Royale is an example of a non-continuous multiplayer game. 100 players join a game which has fixed start and end times. When there's only one player remaining, the game ends. Agar.io ...
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0answers
44 views

data is losing with sdl_net and tcp. please help me

im sending data from server.exe like this ...
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1answer
133 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
80 views

As an Independent Developer should I host my own official game servers

My small team is approaching initial closed alpha for testing, however that has brought up the question of whether it is a good idea to host our official game instances from my home office or not. I'...
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2answers
192 views

How to achieve game server redundancy?

The game I'm developing has a simple game server which stores inventory and hero data for each user, as well as deciding the outcome of some random events. The server interacts with PostgreSQL and ...
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2answers
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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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2answers
540 views

How to develop a PBBG?

I enjoy playing a lot of text-based PBBGs (Persisent Browsing Based Games). A good example of the style of game I'm referring to is lyrania. I would like to work on developing this style game but have ...
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1answer
65 views

Requesting World from Server

I'm creating a 2D Game in Java. The world is tile based with a multidimensional Array and i have the architecture for the Server-Client system. The Users/Connections to the Clients are multithreaded ...
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0answers
378 views

With this MMOG architecture, how can I avoid losing games when the server goes down?

I am fairly new to game designing and am trying to design game engine architecture for MMOG poker game. My major problem is scalability. Old Legacy code written in python runs everything on single ...
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1answer
117 views

How do you update time based resources? [duplicate]

im currently writing a simple server for a mobile/web game. In short, players have a number of buildings that will produce several items every x minutes. What i though as a solution its creating a ...
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1answer
96 views

What do I have to take into consideration when developing both singleplayer and multiplayer coop without dedicated servers?

The premise is simple - a game that can be played in singleplayer mode and that allows seamless partying for coop without dedicated servers. This would of course require server and client components ...
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3answers
5k views

Websockets Server for Unity3d

Is there any way to implement websocket server, which I can run inside Unity3d standalone linux instance? I gonna connect to it directly from webpage (pure javascript, not Unity3d WebGL). I've tried ...
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1answer
86 views

Host game client online

so the question is simple (i hope). Say i have a game client, where i can run around on some tiles. now if i want my friend to be able to log in and play the game aswell, what exactly is needed for ...
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2answers
172 views

Handling incoming packets immediately or queuing them

I'm using Golang to write a game server. I was wondering what the advantages of queuing the incoming packets for processing over processing them immediately. For example (processing immediately) each ...
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1answer
164 views

Does TCP slow down server and other clients for MMO game

hi guys i made a server and client for mmorpg game of course very amateurish. i am using UDP to send coordinates if the packet is lost doesnt matter i am already sending 10 times in a second. UDP ...
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1answer
530 views

Send failed since rewinding of the data stream failed

I'm using WWW class to sent a WWWForm to an asp.net server. it used to work in unity 5.3.x but since I migrated to 5.6.3f1, it is not working and sending ...
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1answer
196 views

Spreading server load for a multiplayer game

My online game is more of a "highly interactive website", as it is played in-browser using webpages and AJAX to communicate with the server, which uses PHP to generate output. The server is fairly ...
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1answer
29 views

save player achievements in local device

As an indie developer with zero dollar budget for servers and backend i wonder if there are ways to store the player achievements on his mobile device ?
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2answers
370 views

Understanding a client/server relationship

I'm currently designing a simple game in C# and want to implement online multiplayer support. Before venturing onto doing something like this, I just had a few questions about clients and servers. Is ...
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1answer
212 views

MMO Player Position Update [duplicate]

I have been looking at the development of MMO games for a while and have got stuck up on one thing. Player Movement. If we have an area with 10 players, each player needs to be able to see the ...
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1answer
1k views

How is Forge Networking able to provide unlimited CCU?

I was wondering how Forge Networking could provide unlimited CCU for every user, since it is a one-time purchase. Is there something about networking I still do not understand or do they simply own a ...
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2answers
1k views

MMO Server with C# asynchronous sockets performance

I have developed a 2D RPG MMO client / server. The server is developed in C# with asynchronous sockets. It is a pretty simplet implementation. The server gets the client's input / coordinates and ...
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1answer
269 views

How do I exchange information between JavaScript front end and C++ back end?

I am trying to make a chess like 2-player game that has game logic written in C++ and front end in JavaScript. How do I exchange information between the two? I am not familiar with network programming,...
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0answers
1k views

Downloading a file with UnityWebRequest

I need to download a file (a .ogv video) from a server using a UnityWebRequest. Let's say the file is located at home/folder1/folder2/file.ogv on the server, and ...
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0answers
82 views

Implementing an efficient method of server-side checking [closed]

I'm making a web-based action RPG game. I don't want players to cheat, but I also don't want the game to constantly pause to wait for the server to respond. I made it so the game is played on the ...
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1answer
459 views

How do I stop “StartServer listen failed” when I start a new server after a previous server has been destroyed?

I am trying to allow my users to be able to host servers for my game. Hosting works great, until a user decides to stop their server, and then start a new one. The game does not allow this to happen, ...
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1answer
692 views

How to import .obj file from server without using asset bundle in unity3d

I want to import .obj file from a server on run time in unity3D, read lot of questions/answers but not able to find a suitable solution. Using WWW in unity I am able to get .png file and store it in ...
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1answer
2k views

How do MMO servers handle a large concentrated number of players?

I have a pretty good understanding of how to scale servers but there's one thing I can't quite be sure about is how to manage a lot of players in a concentrated area. If I have a server which is ...