Questions tagged [server]

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

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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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1 answer
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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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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 ...
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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 ...
1 vote
0 answers
197 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 ...
0 votes
1 answer
977 views

Unity Photon Pun get player count of 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 ...
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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 ...
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1 answer
138 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 ...
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1 answer
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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 ...
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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 ...
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1 vote
4 answers
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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 ...
1 vote
1 answer
121 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 ...
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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 ...
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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 ...
0 votes
1 answer
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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 ...
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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 ...
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1 answer
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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 ...
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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 ...
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1 answer
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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 ...
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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 ...
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1 answer
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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 ...
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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 ...
3 votes
1 answer
2k 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 ...
1 vote
0 answers
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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: ...
2 votes
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 ...
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1 answer
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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 ...
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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 ...
1 vote
0 answers
239 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 ...
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2 answers
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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 ...
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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 ...
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2 answers
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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 ...
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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 ...
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1 answer
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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.
2 votes
1 answer
2k 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 ...
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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 ...
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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 ...
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1 answer
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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 ...
0 votes
1 answer
197 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 ...
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1 answer
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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 ...
0 votes
1 answer
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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 ...
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0 answers
460 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!
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 ...
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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 ...
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2 votes
1 answer
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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-...
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Do I need a backend engineer for my studio right now?

I am working on a mobile game that requires a well thought-out backend, because it spans across the healthcare/data science space and we need to be compliant in terms of security/regulations in how we ...
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0 votes
1 answer
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Can HTTPS webserver host an HTML page that uses JS to connect with secured web socket protocol multiplayer game just like node js?

Can HTTPS webserver host an HTML page that uses JS to connect with secured web socket protocol multiplayer game just like node js? If so point me in the correct direction to read more.
28 votes
5 answers
16k views

How does mmorpg store data?

I want to use sql database in my server.exe. lets say 1000 users online. And players will change their data when they play. And server need to save these updates. But how ? i think there two way: ...
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1 vote
1 answer
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Dynamic Game Server Architecture

I'm trying to find a way to design a game server architecture for a real time mobile game. The design should be cost effective but still to some extend scaleable (later on). Mobile client flow: ...
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0 votes
1 answer
299 views

What are my options for building a centralized server architecture for a Unity game?

I have made in the past multiple offline game, and would like to make my first online game. I have very basic knowledge of server structure. The game is a multiplayer RTS game, with ONE server (If ...
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1 answer
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Synchronize points from UI and server

I am sorry in advance if it's not perfectly clear. I would like to make a game with let's say the following map (in real it will be a 3D globe). Now this map contain point, and each point is a place ...
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