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In the peer-to-peer client-server model, the server software runs on the machine of a player who is also taking part in the game. The server software and the game client are usually integrated in the same executable. In the dedicated server model, the server software is a separate application which usually has no visual output. It runs on a separate machine ...


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Through some more experimentation, I think I've fixed the problem. The messages were all getting sent in the right order and getting received in the right order. The problem before was that the map wasn't networked, so it wasn't in that sequence of messages, and actually got started after all those messages were processed. I ended up just making the map ...


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Overview The server's state updates with each game tick and a new state is calculated. This new state is enqueued until it is ready to be sent. When the networking loop is ready to send the state it checks to see what the last acknowledged state is. If there is none then it sends the full state. If there is one, it calculates the delta between that state, ...


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