Game Server Ava

Posted : adminOn 3/14/2018
Game Server Ava Average ratng: 8,0/10 1094reviews
Game Server Ava

Those other answers are both fairly high-level, which is fine, but you don't want high-level, you want low-level, as in 'how do I make it actually send data and what does that mean and what do I send, etc.' Here's what you do: First, TCP or UDP? If you don't know what either of those things are, read up on them as I don't have space to give a good rundown on both here, but for your choice know the following: • TCP is good for turn based games or games where high latency is generally ok, since TCP guarantees packet delivery so it's possible that it could take some time for a dropped packet to be re-delivered. This is good for things like Chess, or anything else that takes turns.

Game Server Apps

• UDP is good for games where you don't necessarily care about reliability in messages and would prefer that data just keeps sending and if you miss something, oh well. This is good for games that are real-time action based games, such as HALO:Reach or Call of Duty. In those, if you send an object's position, and the object never gets there, it's better to send a new position than to re-send an old position (which is now even older) so it's not important to guarantee reliability all the time. That said, you MUST have certain things be 100% reliable, so you'll still need certain things to guarantee delivery, such as object creation and object destruction. This means you need to implement your own semi-reliable, priority based protocol on top of UDP.

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Sample Hotel Induction Program. This is difficult. So, ask yourself what is important, learn how TCP and UDP work, and then make an intelligent choice. That said, now you have to synchronize object state across the network. This means that your objects need to serialize to something that can be represented in a byte stream and written to a socket.

Writing to a socket is easy; if you can write to a file you can write to a socket, it's really not hard. What's important is to make sure that you are able to represent an object as a buffer, so if your object has references/pointers to other objects, you won't be able to just send those pointers since they're different on the other clients, so you have to convert them to something that is common to all the hosts. This means ID's, although an object's ID must be unique across all hosts, so you have to have a way to coordinate between hosts such that no two hosts will create different objects with the same ID. There are ways to handle hosts doing this, but we won't worry about that here (hint: use some sort of mapping between the host's ID and the network ID. Bigger hint: Don't do this if you don't need to). So now you can send data, great, now what?

Every time the game state changes, you must send an update to the other machines somehow. This is where the client-server architecture comes in, or peer-to-peer if you want. Client-Server is easier to implement. Also, one host 'acting' as the server is still Client-Server and anyone who says differently is wrong. So, the server's responsibility is to 'own' all game state.