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2 votes

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

Figured out the problem: it was a remnant from a previous build in which I was trying to store all enemy data in variables and was not closing the registration of enemies properly: changed ...
Svp's user avatar
  • 43
2 votes
Accepted

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

You have multiple problems with your current implementation. First of all, the biggest problem with peer-to-peer (or P2P for short) networking is, that it isn't designed for games. Due to it's nature,...
Bálint's user avatar
  • 14.9k
2 votes
Accepted

Check if client is alive

This is a good solution, since it allows both sides to know that their partner is alive. Call it "keepalive" or "hearbeat". Added benefit, when done frequently (1/sec) you can monitor lag / ping.
Kromster's user avatar
  • 10.7k
2 votes
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TCP vs. Reliable UDP? Sending Reliable Packets in Fast-paced Multiplayer Games?

Running both TCP and UDP in parallel just leads to problems. Also, you might not need all the reliability features of TCP, so it might be overkill anyway. Most games solve this problem by replicating ...
Philipp's user avatar
  • 120k
2 votes
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does it matter to send less data over network in a realtime multiplayer game?

The simple rule the thumb: The more you transmit, the slower it is. But if that is noticeable on your game is another matter. It depends as well what kind of data you submit/ get. JSON just makes it ...
Zibelas's user avatar
  • 4,346
1 vote

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

So you can technically just write until you hit the max. But UDP is lossy - so there’s a chance that whole packet will just disappear into the ether. In addition the large packet will likely include ...
Angelo R.'s user avatar
  • 141
1 vote
Accepted

How to upload a certificate in Unity for an SSL connection

I see no reason why you would download the certificate at runtime. You would have to download it over an unencrypted connection, so it could potentially be modified (unlikely but not impossible). And ...
Philipp's user avatar
  • 120k
1 vote

Fast Serialization for Multiplayer Gaming

is serializing an entire object an acceptable way to send game info over the internet. Yes and No, if the objects data is reasonably small and serialization is fast there's no problem. You generally ...
VaTTeRGeR's user avatar
  • 776
1 vote
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Handling bad network clients using socket.io

Packets don't receive to another clients or delayed heavily! Since you didn't provide any definitive information (like your servers update loop or some pseudo-code) i have guess: Are you (or Socket....
VaTTeRGeR's user avatar
  • 776
1 vote

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

In our game the player can move his character by right clicking where they want to go. Does this mean the movement happens on the client side or should the client send a coordinate to the server and ...
Philipp's user avatar
  • 120k
1 vote

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

Following is the answer for blueprints Ignore Knife with reference to Capsule Component In your character blueprint > event graph draw a new connection from Event BeginPlay node, select Ignore Actor ...
Ramachandra Junior's user avatar
1 vote
Accepted

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

First of all, you should see what your platform offers you. Most networking systems will offer some form of non-blocking socket API where the nasty multi-threading is left to the operating system. All ...
Philipp's user avatar
  • 120k
1 vote
Accepted

How would a server handle sending entity updates to clients?

First of all, you're using Java and LibGDX, so you have access to UDP. UDP is better in a lot of aspects than TCP if you make anything but a strategy or puzzle game (as a rule of thumb, UDP is better ...
Bálint's user avatar
  • 14.9k
1 vote
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Network game like MMO - TPC or UDP

For a reasearch project TCP is fine but really most large scale network games use UDP and write some kind of reliable Messaging system overtop. This is done to address some of TCP's shortcomings: ...
Steven's user avatar
  • 3,062
1 vote

Synchronizing object states over .NET sockets

I wrote an answer to a previous question about networking a multiplayer game here: How can I minimise data sent through a network in a modern FPS?. To summarize - we started with a system that read ...
Steven's user avatar
  • 3,062
1 vote

Synchronizing object states over .NET sockets

You almost certainly do not want to update everything every single frame. Usually you would split data into Atomic events and Continuous events. So things like a position change would be a ...
Milney's user avatar
  • 111
1 vote

Synchronizing object states over .NET sockets

For what i can understand, i think you might could consider making a singelton factory that keeps your frame updates and the sends them over networking. so in theory what you do is that you have a ...
Tordin's user avatar
  • 1,622
1 vote

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

The target machine actively refusing the connection means that no one is listening on that port, so the target machine refused the connection. You'll need to verify that the server software you are ...
Elva's user avatar
  • 3,223
1 vote
Accepted

Try to connect to Game Maker server

Before answering, I tested your code in order to get your error, but it took too much time because of networking functions inside the loop - from 192.168.0.0 to <...
liggiorgio's user avatar
  • 4,866
1 vote

TCP Socket communication with unity

Unity has two different networking subsystems: The old but still available Legacy Networking API and the New UNET Networking API. But both are high-level APIs designed around the Unity engine and don'...
Philipp's user avatar
  • 120k
1 vote

Best client/server architecture for a mobile management game?

I think really your question seems to be one of protocol rather than language. You've ruled out HTTP, but that doesn't necassarilly rule out PHP, as you can implement websockets in that as well as ...
hobnob's user avatar
  • 581
1 vote

Unity WebGL build throws errors

The error is ambiguous, but from your phrasing, I think it is safe to say it is your use of threading. The error specifically notes "uncaught abort(-1)" error. In my experience, this tells ...
Gnemlock's user avatar
  • 5,273
1 vote

Unity WebGL build throws errors

WebGl does not support threading currently. As for your error, I can't say what it is exactly. It's still tough to debug WebGL builds.
user84395's user avatar
1 vote

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

This is all very game specific, but in general: Unless you're doing fixed timestep synchronized simulation like in fighting games where each frame is extremely important, there's no reason to ...
Dan's user avatar
  • 501
1 vote

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

Synchronizing clocks is the wrong idea to take here. You really want to synchronize simulations. You do this by creating a simulation that has deterministic behavior on both the client and server. The ...
kevzettler's user avatar

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