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Questions tagged [socket]

Network sockets are software abstractions that provide a shared, standard API for data transmission and receiving across computer networks.

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How to receive data on a Python socket only when data is available?

I am writing an update to a game I have written in python, and I am currently adding server support. I can't show you the main code (for the client), as it is hundreds of lines long. However, what I ...
0 votes
2 answers
230 views

does it matter to send less data over network in a realtime multiplayer game?

I know it matters but... i know in networking there are packet size limits. for example, most UDP libraries enforce max packet size of around 65535. can I write on the network as much as possible ...
0 votes
2 answers
7k views

TCP Socket communication with unity

I am working on communicating unity application with an PC app. Since I doesn't know how socket programming can be implemented in unity.Can anybody please help me in creating a simple small ...
2 votes
1 answer
2k views

Simple WP7 pong game with real time multiplayer using sockets

I'm making a pong clone for Windows Phone 7 and I'd love to add a multiplayer option. I've been trying to use this Ricky Tan's tutorial: Link The problem is it is designed around the platformer ...
23 votes
4 answers
26k views

How to keep server-client clocks in-sync for precision networked games like Quake 3?

I'm working on a 2D top-down-shooter and doing my best to copy concepts used in networked games like Quake 3. I have an authoritative server. The server sends snapshots to clients. Snapshots contain ...
0 votes
0 answers
442 views

Game server question: Sharing data between server and client

I'm personally developing a massive multiplayer server for the FPS game genre. (Ex: such as battlefield series or call of duty series) In general, people usually use a server and client structure to ...
1 vote
1 answer
1k views

How to upload a certificate in Unity for an SSL connection

I am developing a videogame in Unity for mobile devices (Android / IOs) that connects to a server through a TCP connection by socket under TLS1.2. For this reason, my client needs to have the server's ...
6 votes
2 answers
3k views

Mobile Multiplayer games and coping with high latency

I'm currently researching regarding a design for an online (realtime) mobile multiplayer game. As such, i'm taking into consideration that latencies (lag) is going to be high (perhaps higher than PC/...
0 votes
0 answers
219 views

Should I send the entries using a tickrate? Netcode Authoritative Server

I am developing a 2D platform and shooting video game in Unity 2D with authoritative logic / physics on the server (The physics server is also developed in Unity to be able to use the box2D library on ...
0 votes
0 answers
34 views

What design choice should I follow for client-server communication?

My game server currently launches a thread for each connected client, and handles all data exchange through that socket in a server-blocks-until-client-requests fashion. The problem derives from the ...
0 votes
1 answer
1k views

TCP vs. Reliable UDP? Sending Reliable Packets in Fast-paced Multiplayer Games?

I'm currently working on a networking framework for Unity3D in order to simplify making multiplayer games. I'm using UDP for any kind of synchronisation and unimportant data. My question is: how do ...
0 votes
0 answers
468 views

How can I build an authoritative server to handle players actions taking into consideration scalability of solution

I've started with Unity3D to develop a multiplayer game similar to world of tanks, it's using authoritative server and I was able to sync movements between several clients. I'm using c# and on the ...
0 votes
0 answers
296 views

WebSocketSharp For Unity

I have integrated WebSocketSharp with Unity 2018.4.14f1 and it works well with Android and IOS. I wanted to know that most of the other socket.io plugins for unity have a wrapper of Class Packet over ...
0 votes
0 answers
250 views

Does StreamPeerTCP guarantee received packet is same from server?

I'm making simple Godot project that works with Node.js server. To receive and send packet to Node.js server, I used StreamPeerTCP. First seems works, but after 2nd transmission from server, extract ...
0 votes
1 answer
182 views

Check if client is alive

I am having client/server application and i want to detect if client is alive. So i know that send() will return me null but it ...
2 votes
3 answers
1k views

Synchronizing object states over .NET sockets

What I want to achieve is synchronize the state of a list of objects between two applications using sockets. All my attempts, but failed. One of my methods was to send each object each update to the ...
0 votes
0 answers
25 views

Networking and Timing issue

I have been trying to use the low-level API for UNET and the focus of this problem is this: ...
0 votes
1 answer
737 views

Fast Serialization for Multiplayer Gaming

I wish to make a Java based multiplayer game. I am learning all about sockets and so forth. I have built a very basic UDP system that serializes an object with all the information about the game state ...
1 vote
1 answer
794 views

Handling bad network clients using socket.io

Currently I'm working on a MMO game which players can join and exit game whenever they want. I have a connection manager server (CMS) written in golang using socket io library. World connects to CMS ...
0 votes
1 answer
56 views

Trying to understand exactly how the server sends data to the client to prevent malicious actions

I recently started coding a game with one of my friends and he is taking care of the front end and I am doing the back end. I read many blogs/articles/tutorials on how the back end communicates with ...
0 votes
2 answers
1k 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 ...
3 votes
1 answer
196 views

Slick2D Networking Crash

This is my first post, so I apologize if it's been put in the wrong place or something. Anyways, here's my problem: I've run into an issue with running my client-side code in one of my game-states. ...
1 vote
1 answer
1k views

Unreal Engine 4.18 - Knife (Weapon) collides with character capsule collision

I have a character and he has a knife in his hand. When Run / Walk action happens hands move and so does knife, its collision collides with character's capsule collision and causes issue in movement. ...
0 votes
1 answer
1k views

World & client listening, use multi-threading or multi-process?

My game is based on a client / server architecture where client only sends input and receives server output. Server has to keep track of the game, updating the world etc. But also listen to clients ...
1 vote
0 answers
194 views

Cocos2d-x : Socket.io-client-cpp crashes after creating scene

I'm using https://github.com/socketio/socket.io-client-cpp with cocos, because the built-in socket.io doesn't support callback (http://discuss.cocos2d-x.org/t/doesnt-work-with-socketio-2-0-1-and-...
0 votes
1 answer
2k views

Could a Peer-To-Peer network architecture be good for my fighting game

I am looking forward to developing a 2D spaceship-fighting, brawler game and I have so many ideas about it. I am going to make a single-player component anyway, but the core of this game would ...
1 vote
0 answers
134 views

Unity won't Instantiate() outside of Start(), even though code is the same

I am trying to add a gameobject to my game using a socket connection. I have a SocketHandler class, which simply connects to my NodeJS socket server, which can also call a method on another class, ...
4 votes
0 answers
107 views

Implementing a game in Unity without Unity Networking [closed]

I have been programming in Unity for a while, and ever since I started I could not wrap my head around the Unity Networking system. I understand on a whole how it works, I even made a small project ...
3 votes
1 answer
417 views

How would a server handle sending entity updates to clients?

Lately I've been looking into networking and sockets and made small test programs to get the basics down. So far I've made a TCP turn-based game from where I learnt a lot and helped me getting some ...
1 vote
1 answer
2k views

Best client/server architecture for a mobile management game?

For the past year I have worked on a small company that develops a traditional browser based strategy game, of the likes of Travian or Ogame, but using a more interactive approach like Tribal Wars 2. ...
1 vote
2 answers
465 views

Network game like MMO - TPC or UDP [closed]

I saw this subject several times, however I will wish better understand. I am working on the development of a 2d game like a little MMO. (Currently I only do research). I see people who says it's ...
2 votes
2 answers
503 views

Connecting an AI Agent to a Flash Game

Overview The game is a multiplayer simple real time strategy housed in a Flash application. Players run the Flash client, and are connected to a server written in another language (the language is ...
7 votes
3 answers
5k views

How do I access a Unity class from an Android Activity?

I have made my own C# classes in Unity. How can I access them from the Android Activity that starts the UnityPlayer? Example: I have a C# class called ...
2 votes
1 answer
736 views

unity, socketio, nodejs. amount of messages sent is multiplied by amount of NPcs that have ever spawned

I am building a 2d top down multiplayer mmo. very lightweight. a note on architecture I am using Unity as an engine, I have a backend Nodejs/socket.io websockets server. and a main Master client ...
0 votes
1 answer
4k views

SocketException: No connection could be made because the target machine actively refused it

I am working on connecting a client to a server using socket connection. I have a button, when I click on the button, it's giving the below exception in Unity. "SocketException: No connection could ...
1 vote
0 answers
425 views

Node.js in LibGDX project [closed]

I'm developing a game with LibGDX, and right now I'm trying the multiplayer part. I have managed to connect several players through Node.js and socketIO but when I try to make the lobby I am doubting ...
0 votes
1 answer
775 views

How do I make my offline socket.io server go online?

I've made a simple multiplayer game using socket.io, and took a lot of help from YouTube and the Internet on how to do it. However, the tutorials only talk about how to run the server locally, and ...
0 votes
1 answer
80 views

How to solve this card game turn requestes clashing issue

So I am developing a poker card game using JS +node.js + socket.io. It is turn-based game. There will be a host and 4 other players.The flow is the players need to make a yes/no choice, then the host ...
1 vote
0 answers
45 views

Socket.io emit textfield

Hello everyone I learned how to emit from socket.io website guides but I was wondering how does the chat example receive its input? For example in my cocos2dx app how do I pass a text field over to ...
0 votes
2 answers
453 views

Unity WebGL build throws errors

I am working on a multiplayer game for WebGL platform and I am using SocketIo & node.js server for handling the game. I am facing issues, as shown in the attached image. I have no idea about what ...
1 vote
0 answers
96 views

Delay in connecting to server in Unity

I have a button, when I press the connect button, it gets connected to the server. When I press the connect button again, it's getting delay in connecting to the server. Below is the code to connect ...
0 votes
1 answer
1k views

Try to connect to Game Maker server

I'm trying to make a simple multiplayer experience with Game Maker, using a local network, and the basic idea is to use Game Maker's built-in networking functions. Using a simple client-server pattern,...
3 votes
1 answer
1k views

Unity editor stalling on second attempt to play

I am attempting to use a Tobii TX300 eye-tracker as an input device for Unity. This device is connected via LAN (TCP connection managed by Tobii SDK). The Tobii SDK has appropriate methods (I am ...
0 votes
1 answer
894 views

what is the best way to code an online multiplayer game? [closed]

so i want to create a simple game that runs over a network but I am having trouble deciding what needs to be done in terms of what the server needs to do and what the clients need to do. I understand ...
3 votes
1 answer
3k views

Google Cloud Messaging (GCM) for turn-based mobile multiplayer server?

I'm designing a multiplayer turn-based game for Android (over 3g). I'm thinking the clients will send data to a central server over a socket or http, and receive data via GCM push messaging. I'd like ...
1 vote
2 answers
291 views

Do I need TCP socket?

My game uses UDP sockets to stream updates between server and client and I've also made a reliable channel that resends messages if there's no response and makes sure same message isn't processed ...
3 votes
1 answer
3k views

How should I send packets to multiple clients on UDP? [closed]

I'm developing a 2D action side-scroller shoot-em-up game and I recently implemented the multiplayer aspect. When the server sends packets containing the game state (which are about 500-700 bytes) ...
-1 votes
1 answer
999 views

What is the best way to send/receive data about user coordinates and other properties?

For example If I have 2 users, and each of them have an object, and that object has: x coordinates, y coordinates, angle, state, and other properties... I use java let'say the game changes at 30 ...
7 votes
2 answers
9k views

UDP vs TCP in multiplayer mobile game

I'm working on a networked multiplayer game, initially for iOS. Even with TCP_NODELAY there are large fluctuations in latency. I can't be sure of the reason, but I would not be surprised if it was ...
1 vote
2 answers
1k views

Should I use threads to check sockets for multiplayer game?

In a multiplayer game does the code to get/send info from/to sockets reside in the game loop or does it belong in its own thread?