Questions tagged [socket]
Network sockets are software abstractions that provide a shared, standard API for data transmission and receiving across computer networks.
59 questions
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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 ...
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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 ...
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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 ...
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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 ...
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1
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4k
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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 ...
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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 ...
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1
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1k
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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 ...
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468
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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 ...
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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 ...
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250
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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 ...
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25
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Networking and Timing issue
I have been trying to use the low-level API for UNET and the focus of this problem is this: ...
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1
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737
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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 ...
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794
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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 ...
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1
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182
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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 ...
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1
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56
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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 ...
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2
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1k
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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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1
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1k
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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.
...
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1
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1k
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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 ...
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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-...
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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 ...
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134
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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, ...
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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
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417
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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 ...
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2
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465
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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
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1
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736
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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 ...
1
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0
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425
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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 ...
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1
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775
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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 ...
2
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3
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1k
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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
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1
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80
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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
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0
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45
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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 ...
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1
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4k
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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 ...
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0
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96
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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
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1
answer
1k
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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,...
0
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2
answers
7k
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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 ...
1
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1
answer
2k
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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.
...
0
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2
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453
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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 ...
0
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1
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894
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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
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1
answer
196
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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
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2
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291
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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
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1
answer
3k
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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
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1
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999
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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 ...
23
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4
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26k
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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 ...
7
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3
answers
5k
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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 ...
1
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3
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1k
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Send info about gun shots via UDP
I am writing a small multiplayer game in C++. But I am confused about how to send info about gun shots to achieve best performance. I am thinking of different ways to do that:
Let's say we have a gun ...
1
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0
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359
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Delay command execution over sockets
I've been trying to fix the game loop in a real time (tick delay) MUD. I realized using Thread.Sleep would seem clunky when the user spammed commands through their ...
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2
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1k
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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?
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3
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938
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Why is my client laggy despite 60 update packets a second? [closed]
I am developing a small multiplayer game with XNA. It's a usual client-server architecture -- I have a server and many clients communicating with it through UDP (via .NET's ...
7
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2
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9k
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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 ...
6
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2
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3k
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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/...
2
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2
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582
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Adobe Air turn based multiplayer Game, sockets vs http bandwidth
I am developing an Adobe Air multiplayer game for iPad.
It is turn based and not realtime. It is like checkers game.
I want to use a client server model.
I have found 2 options to connect to server so ...