Questions tagged [networking]
Two or more computers connected together via cable bound or wireless communication links for the purpose of information exchange.
910 questions
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Godot Multiplayer Player Doesn't Spawn
Godot Version
4.5 Stable
I'm trying to create a multiplayer game. Since this is my first multiplayer game I started with a simple LAN setup.
How it is supposed to work:
When ...
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1
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146
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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 ...
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77
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Changing prediction to interpolation on client connected to the authoritative server
Let's assume the following situation:
I have a server, that sends a snapshot of current game state to all the clients at a fixed time. Server is authoritative, all the physic calculations are done on ...
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Integrating rollback netcode with Havok
I'm developing a mod for a closed source game, which rewrites the netcode and game state handling systems to use GGPO.
Working on the state save/load systems, I'm noticing a lot of issues dealing with ...
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When should I use (or avoid using) RPC Functions in Unreal Engine?
I'm currently working with replication in Unreal Engine and am wondering whether I'm using RPC Functions too much.
Most of my functions that are called on the server are unreliable. For example, I was ...
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Is kernel bypass or userland implementation of UDP used in gamedev? Should it?
Is it used? I found out about libraries such as DPDK are used for userland implementation of protocols and bypassing the kernel. This (kernel bypassing) is done for really performance-sensitive ...
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125
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What to do about server and client state desync when client prediction gets too far ahead?
Im implementing my own version of client prediction and server reconciliation for a custom pawn in unreal engine 5, since i couldnt use the default unreal character for my needs, as it forces you into ...
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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 ...
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How to have a server listen on multiple ports with authentication?
I'm new to game development, I know C++ and I'm learning Asio (not Boost).
I want to know how to structure my server to listen on multiple ports while having authentication so the client is secure ...
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148
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How should I deal with transmission failures in Rollback Netcode?
I want to have some basic Rollback Netcode for a side project. I've been watching some basic conceptual breakdowns and tutorials to get an understanding of how it works. But I can't seem to find a ...
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2
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229
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How to properly predict movement on a server authoritative game
I've been developing games as a hobby for a few years now and one thing that I like to do is to replicate games or a specific mechanic about them to understand how they work. I am sorry in advance ...
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205
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Multiplayer Game with Multiple Unique Rooms
I'm trying to make a multiplayer dungeon-crawl game. I have the ability to make it so that every client can be inside the same dungeon, but I want it so that players can be in separate dungeons with ...
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97
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Design Patterns for client prediction in P2P games
I have a working P2P non real time (think Civ 5) multiplayer strategy game using deterministic lockstep for the game model, but lag can really cause inconvenience. To clarify, units don't move in real ...
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1
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447
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Do server reconciliation and rollback refer to the same thing in multiplayer game networking?
I'm trying to understand the distinction between server reconciliation and rollback networking in games. From what I understand, both involve receiving snapshots from the server and replaying player ...
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1
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227
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How To Deal With Time for Entity Interpolation for Multiplayer Games
I am currently trying to make a simple multiplayer game but had a little bit of trouble implementing client-side entity interpolation for entity movement. For some context, I am aiming to make a ...
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188
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How can I efficiently make a delta snapshot that accounts for entities/components that have been added/removed?
In reference to the snapshot and delta compression approach popularized by Quake 3, but with ECS.
Understand the delta should only contain changes — makes sense.
However, if a snapshot delta no longer ...
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74
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Trouble with NetworkDriver.Create in Unity Networking
I'm encountering an issue while using the NetworkDriver.Create method in Unity Networking and I could use some assistance.
Here's the code snippet where I'm facing ...
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166
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How to Prevent Fake Packets?
I am new to networking. I am currently using C# TCP/UDP for my multiplayer Unity game. I send player movement by sending a packet with a header containing clientid assigned by the server to the client....
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Unsure why my transform are not syncing
I am using this Kinematic Character Control package
I setup some Character Controls and all looks like it works fine in local. I am trying to setup some basic Networking.
I installed Network for ...
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94
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Client side not getting called on Network object. Netcode for gameobjects
I am trying to get a menu system going for my game. At the moment most of it works. I have been working with the relay system where it gives you a code you input and connect to a hosted server. The ...
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2
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140
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Networking for Complex AI movement
The enemies in my game are underpinned with a FSM with the motion planning handled by vector steering behaviors, in short - It just calculates a new vector based on obstacles/other objects around it.
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151
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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 ...
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223
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Unity Mirror AWS clients won't connect to server
My Unity project uses the Mirror Networking component and I am using an AWS free tier EC2 instance to host it. I configured the instance following this guide from the Mirror documentation, including ...
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1
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253
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Unity Mirror Networking Audio Behaves Differently on Host and WebGL Client
I am creating a system in Unity using Mirror Networking which will only require one host/server and one client. It is a WebGL build so the client will connect on a browser. I want to send commands ...
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757
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Should networking and rendering be separated in multiple threads?
I've been trying to code a multiplayer client/server prototype game using SFML's networking.
My server and client use TcpSelectors to wait for a certain amount of time for incoming packets without ...
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1
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99
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Keeping characters in-sync in network rollback environment - when player is actively changing its input
I am implementing network rollbacker in real-time action game and found out a very strange issue where local (non-master) player is moved a bit forward then back when changing input.
After narrowing ...
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2
answers
230
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Networking Fire Rate And Shooting
Context: This is for a multi-player shooting game. It's coded in TypeScript however this question is moreso a netcode/theoretical question rather than a question regarding implementation.
My game ...
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1
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438
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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 ...
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1
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742
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Multiple Node/Express/Socket.io servers for game lobbies?
Building a multiplayer game on the web that will be able to handle thousands of players at once, separated into independent lobbies/sessions. There may be 20 players in one lobby, 10 in another, 30 in ...
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1
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3k
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Unity NetCode - How to call a function when a server or client connects
I want to do a number of things after calling the functions NetworkManager.Singleton.StartHost() and ...
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0
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259
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FPS Networking Rollback Algorithm
I'm attempting to implement rollback networking for an FPS game right now, but I'm not entirely sure about how to proceed.
From what I know, it is bad practice to send over client positions whenever ...
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0
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209
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Steamworks.Net invite to game not getting recieved
When sending an invite with SteamFriends.InviteUserToGame(steamID, "") the receiver doesn't get the invite, even though the InviteUserToGame function ...
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1
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179
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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 ...
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1
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200
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Input processing on the server-side
The problem:
Let's say we want to create top down MMORPG in browser, and we started with implementing movement of your character.
Okay, so how it works?
Character gets inputs and compares if they are ...
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56
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Display a user webcam over multiplayer session on a wall in the middle of a level?
With the media framework, it’s now quite easy to use webcam or phone camera footage directly in the game.
Is there also a way to share this footage in a multiplayer game? So player A can see the ...
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1
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720
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How do I send data from client to server using LiteNetLib
I started with the example client and server from here and modified the client to send a response back to the server... which never arrives. What am I doing wrong? How do I do this?
Server:
...
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1
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1k
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How do you upload an AudioClip to a server in Unity?
My current approach is to take an AudioClip, turn it into a byte array, then put it into an UploadHandler, attached to a UnityWebRequest, to send a POST request to a server.
Right now, when I pass ...
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2
answers
504
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TCP packets getting more and more delay as time goes by
I have a two processes - a client sending player input data to the server, via TCP.
Right now, it's sending 60 input updates per second. The first update arrives promptly in my test system, where both ...
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1
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78
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How to redact an event in a prediction/reconciliation networking model
I'm struggling with how to handle a particular situation in a prediction/reconciliation server model.
At t=0, Player A is firing. Player B is moving into A's line ...
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91
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Emulating a Forza telemetry server and/or an OBD Bluetooth adapter (in Python)
I'm making a driving game in Pygame, and want to give a player the option to send game data to a Forza-compatible dashboard app (like SIM Dashboard) or to an OBD app (like RevHeadz). How do I do so?
...
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142
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Server-Client Communication
I have a client, and it's basically a potato client. What I mean by that is it's code is something like this: (This is a junky version of the code, just to make a point)
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2
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495
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Host & Client user input moving both Player prefabs at the same time
I have a player controller attached to the Player prefab - along with the NGO components
Network Object Client Network Transform Network Animator
In the Network Manager I have the Player prefab added ...
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0
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131
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How to listen for a TCP message?
I want to create a Unity WebGL application, that will run in a browser.
I want to allow this application to "listen" for messages, so it needs to be a server.
What could be the developing ...
0
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1
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372
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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 ...
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1
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293
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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 ...
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71
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Why don't my pieces shuffle on the client's end?
In my game there is a 'Shuffle()' function that both clients and the host can access that shuffles pieces around on a board:
...
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201
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Game networking with physics different client and server languages
We are currently having only "turn based" multiplayer games in our party game lobby system. Now we considered to add realtime multiplayer games as well, for example golf in 3D. Our current ...
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1
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253
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Why nobody creates shared world games? [closed]
Vast majority of modern network games use "lobby" conception: when limited amount of players connect to a single lobby server and play the game in isolation from everyone else who is not in ...
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3
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234
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Syncing chest content in a host-client multiplayer setup
I'm modding a FPS game by adding a 2 player co-op multiplayer to an otherwise completely single player game.
One game instance acts as the host and I try to implement the synchronization of the ...
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1
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264
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Java Netty cannot connect to the server
I am creating a simple 2d multiplayer game supported by the Netty library. The server is located on my local computer. I have a problem: why are some clients unable to connect? I tested on several ...