Questions tagged [client-server]
The client-server model is a centralized computing model where one node (the server) performs some service for other nodes (the clients).
382 questions
0
votes
1
answer
145
views
Rotation and unique identification
My question relates to content rotation and data management of the emerging objects in a database.
I assume a networked game, with a server-client model. Unspecified objects in the game world are ...
1
vote
1
answer
105
views
Should I use UDP to create a movement logic like League of Legends?
These are features of my game.
You can only move by clicking the mouse like LOL.
30~50 players can play at a time. (So the game map will be larger than LOL)
No jump
Should I use UDP to update client'...
1
vote
0
answers
47
views
How do I resolve glitches in grid-based movement due to lag in a network game where player input is handled on a fixed schedule?
Background
I am creating a networked web game using NodeJS, Express, and SocketIO (Note, however, that this question is agnostic to implementation details). I have implemented a client-server ...
0
votes
0
answers
48
views
Is it common/advisable to deploy a game using HTML for the frontend but also provide a backend native?
As a proof of concept I'd like to create the UI of a boardgame using SVG and HTML, so I can deploy it in desktop through Electron, mobile using Cordova and also hosting it in a website.
I also have ...
1
vote
0
answers
141
views
Designing a buff/debuff system in a multiplayer game
I'm new to netcode and game dev and I'd like some input on a multiplayer buff/debuff system I'm working on in Unity, using NGO with a dedicated server. I aim to use a server authoritative architecture ...
0
votes
0
answers
63
views
Drifting local time vs server time synchronization
Imagine a server sending you (the client) game snapshots each 30ms.
Your interpolation time is set at around 100ms, so ideally you are interpolating between 4th and 3rd snapshot, so by the time you ...
5
votes
1
answer
807
views
How to make an authoritative server assign turn order numbers to players once they join?
I'm having trouble developing and understanding Server code. Currently, I'm trying to have each person that joins the Server be given a single digit ID that can then be used for determining turn order ...
1
vote
0
answers
146
views
When to use the same class for both client and server versions of an object, vs. when they should differ
I am learning about networking for game development and need some insight.
My knowledge of Unreal Engine is that it uses RPCs and replicated variables for actors. I also know that Unity has Networked ...
0
votes
1
answer
141
views
Improve performance of server updating game state
I have a Node.js game that sends update packets to players every 30ms.
The code I currently use works this way:
Get the entities within each player's vision.
Create a temporary object that stores ...
0
votes
2
answers
166
views
Protect authentication token in memory
Scenario
The game has leaderboards for the score at the end of a level.
Assume strong self-signed SSL encryption is used when communicating between the game client and server, and a secure handshake ...
0
votes
1
answer
151
views
Client and server with fixed tick in pygame
I'm trying to write a 2D RTS game with maximum of 10 players.
When server finish intializing each player receives start coordinates and game start time so each client will start processing ticks ...
0
votes
0
answers
120
views
How to rotate body in server-side physics without imparting angular velocity?
I'm developing a 2D cloud-based MMO using WebSocket and have struggled a lot to get proper working physics on the server side. I'm using Next.js for the client and currently Node.js for the server.
I ...
0
votes
2
answers
120
views
Using spatial hash to determine view distance
I am creating a client/server that is 2D and based on a map. Characters on the server are then separated into a spatial hash. I am using this to determine who to send data to, essentially, people in ...
0
votes
1
answer
436
views
How achievable is determinism when client and server run on different hardware?
Soon I'll have to start implementing networking for a game. To be able to simulate the game on both client and server and have no deviation, simulations need to be deterministic.
But how can any ...
1
vote
0
answers
116
views
How would you authenticate requests for player specific data in a server authoritative game?
I am creating a server authoritative game that uses a public game service API to manage player specific data in the game. The client will authenticate with the auth server, get a token, then use that ...
0
votes
0
answers
28
views
TCP vs UDP for Initial World State [duplicate]
I'm currently designing a fast paced multiplayer game with up to 6 concurrent players.
How should I send the client the initial world state from the server before the game starts? (such as the list of ...
0
votes
1
answer
178
views
In online multiplayer games, can we transfer a player between two local (or even distant) servers while game processes are running on both servers?
Brief intro 1: about me:
I have this question in the back of my mind for a really long period of time, and I am currently very busy in establishing the offline aspects of the game(will take more than ...
1
vote
2
answers
608
views
Interpolating server updates with client prediction: how to actually find time variable
I'm working on a 3D web game with client-side prediction, etc. I have implemented interpolation for my entities, but it seems a bit laggy sometimes even on localhost. First I will describe the ...
0
votes
1
answer
635
views
How to set up server architecture using C++
I'm trying to make a Multi User Dungeon (MUD) game, and obviously a pre-requisite to that is a server.
I've seen stuff like this:
...
0
votes
1
answer
367
views
P2P + Authoritative server for Web based game, how to combine?
I'm working on an online Web RPG game (jRPG) with a map, that characters can go around.
Also, an important part, is that each player has his own world and each player can invite his friends to play on ...
1
vote
1
answer
288
views
What makes the network coding for MUDs different from that of MMORPGs?
(I understand this is a bit broad, but I'm not a game developer, so I don't have a particular problem that I'm trying to solve.)
I can understand why the network coding for MMORPGs is so complicated ...
0
votes
2
answers
2k
views
Architecting server for real-time multiplayer game with Unity client
I'm thinking about developing a scalable real-time online multiplayer game. it would be an online 2D battle game. I'm an experienced software developer but this is my first experience in game ...
0
votes
1
answer
73
views
How do game clients handle actions that occurred in the past?
Imagine you’re playing an online game with consistent latency. Your local clock is synced closely with the server.
Your character is moving along a straight line, you’re receiving information about ...
0
votes
2
answers
1k
views
How does a game client (offline) authenticate license from a license server (like Steam)?
So this question is pretty straightforward, but I honestly can't wrap my head around it. How does a client authenticate license from the license provider? For example, when you play a game which ...
3
votes
1
answer
105
views
Handling acks during 1+ second packet loss with Glenn Fiedler's Reliable UDP Solution
I've read through Glenn Fiedler's awesome guide on Reliability over UDP and I'm currently working on my own implementation for fun and learning purposes.
One pretty cool piece of Glenn's guide is that ...
0
votes
1
answer
134
views
How to ensure a malicious community server cannot impersonate a user?
I am using a server model similar to Steam or Minecraft:
There are community servers run by players and a hub authentication server that I control.
The client player logs into the game and receives ...
2
votes
3
answers
495
views
GM files in online mobile games: what type of GM file should I keep a local copy and how does it synchronize with server?
In mobile game development there are types of data that are not user save-data but are necessary for the game, we call it GM files. In my specific case, the GM files include text data such as "...
0
votes
0
answers
476
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 ...
3
votes
1
answer
376
views
Multiplayer RPG allowing offline solo play using server signed replays - how can you cheat?
What exploits does my system allow for that I can't solve or did not account for?
I'm researching on a design for multiplayer RPG that can safely allow players to have their character files and play ...
0
votes
1
answer
206
views
Can a 2 player mobile game support P2P if a dedicated server is used to establish the network? [duplicate]
The dedicated server would be a lobby where all the players connect and find matches. Once a match is found the server hooks to two players and sends them off on a p2p network. Once the match is over, ...
1
vote
1
answer
814
views
Is it necessary to use HTTPS for mobile game communication with server?
Based on information from my friends working at game studios, it seems most commercial mobile games are using HTTP instead of HTTPS for communication between the phone and the server, and I am ...
0
votes
0
answers
279
views
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 ...
1
vote
0
answers
213
views
How is the processing for FPS games with massive worlds (like Planetside 2) distributed between servers?
For such massively sized maps with an insane amount of players when it came out (or maybe it still has thousands of players in one general area at once still?), I'm almost certain the entire world is ...
1
vote
4
answers
994
views
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
221
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 ...
2
votes
2
answers
127
views
If a game automatically downloads addon content it doesn't already have when joining a server, how can I test this without a second computer?
What I want to do is host a local test server that has the file, and connect to it from a local client which doesn't have the file. The only issue is that both the server and the client will look for ...
1
vote
3
answers
911
views
Authoritative vs REST (server)
I am filling out a Godot user survey, and I'm not sure how to answer this question:
Do you use (or plan to use) networking in your games? *
Yes, for real-time peer-to-peer multiplayer
Yes, for ...
0
votes
2
answers
82
views
regarding about game servers performance and security
I have two options to implement
should my game server access the database directly
should game server access database via api
would it be necessary to abstract the calls via api even though its ...
3
votes
2
answers
309
views
Prevent multiple input packets to authoritative server
I'm working on a simple game with an authoritative server. The player can move in 4 directions on a 2D board.
The game samples input at 30hz and sends it to the server. The server also runs at 30hz. ...
0
votes
0
answers
136
views
Player speed varies due to interpolation
I'm building a multiplayer FPS in the vein of Quake. This is my setup:
Clients send the server a "user command" on every simulation tick (which is fixed at 60 simulation steps per second)
...
1
vote
0
answers
329
views
Interpolation hitches caused by Quake-like client-server design
I'm building a very small multiplayer shooter game. I'm facing a problem related to interpolation. In order to explain the problem I have to give an overview of the client-server design of my game (it'...
0
votes
1
answer
3k
views
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 ...
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 ...
2
votes
0
answers
85
views
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 ...
6
votes
2
answers
714
views
Networking a fast-paced game (2D) - Forced Movement - Server / Client
I started a new project, a fast-paced online game (some sort of 2D MOBA). I encountered a problem with the part of netcode about client prediction & server reconciliation.
Game Mechanics: 2D - ...
0
votes
0
answers
188
views
How can I display and sort a game server list by latency in a scalable manner?
If I have a game that allows players to self-host a multiplayer session which other players can join by browsing a game server browser to select a game I ideally want to be able to sort that list by ...
0
votes
1
answer
869
views
Sever-side physics simulation and client 'inputs' send rate in a fast multiplayer game
I am building a very tiny first-person multiplayer game. I'm just aiming to get the basic rights: client-side prediction and reconciliation + entity interpolation. I have read many articles on these ...
0
votes
1
answer
89
views
What is the best approach to minimise the lag caused by ping when spawning predictable entities?
When the client clicks it spawns a unit on the client-side which moves in a predetermined path, it also emits an event to the server which indicates that the client has spawned a unit. Once received ...
0
votes
1
answer
451
views
How to deal with race conditions on a game server between network and physics update loops?
I am new to game networking.
In various articles on the internet, I found that there are usually two loops on the server: one for physics updates and the other for sending snapshots to the client (...
2
votes
0
answers
100
views
Synch clocks between client and server in Java
We're developing a simple boggle game in Java for a college project (purely academic purposes, so we're trying to keep it simple).
Our application is composed by a client portion and a server portion. ...