Questions tagged [server]
The parent computer responsible for handling interactions with multiple client connections, as generally encountered with online games.
333 questions
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Why is it hard to create authoritative server out of a client game?
I'm wondering why there aren't any tools to automate the generation of an authoritative game server? It appears to be a simple task. However I've only worked in simple 2d games so I'm not ...
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What is the correct way to stop a Godot dedicated server
So I'm trying to understand how multiplayer works in Godot and the docs are very clear when one application is the host and the other applications join the host.
Now i want to have a dedicated server ...
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Verifying user app license from server side using Google Play Licensing for paid app
In https://developer.android.com/google/play/licensing/server-side-verification it was said that it is possible to perform license verification check on a server.
The step for server-side license ...
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2D grid game server - interaction system/dynamic blocks
I'm building a Server-side engine for 2D sandbox game similar to Terraria or Starbound.
The language I use is Dart (similar to JavaScript or C#).
Currently I'm trying to figure out how to make a good ...
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Verify Unity, Oculus app on server side [duplicate]
Starting with the fact that my background is non-technical, I have used a keystore with my Unity game build that is for Oculus, Rift, etc. Now I want to verify the authenticity of incoming client ...
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Multiple game servers on one dedicated machine with different IP’s
I apologize if this is not the proper place to ask this question but I am hoping that if you folks cannot help then you would know of someone or somewhere to send me to get the answers that I have ...
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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 ...
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1
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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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Informing clients of player actions in 2d platformer
I'm creating an online game (2d platformer) and I'm having some trouble understanding what to send clients. I'm sampling each player's input and sending it to the server after a set amount of time. ...
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Handling big maps server side
How do games handle arrays/objects of billions of lines to load every gameobject/players positions of big maps for example (server side, for authoritative servers)?
I understand it could be split ...
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UDP authentication
How to check if the sender of a udp packet is authenticated? I think sending an authorization token in each packet is slow. So my second implementation is this: the network part will consist of one ...
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How to make an update loop in a Node.js game server
I'm making a multiplayer game with a Node.js server, and I'm searching for how to write the game loop.
I'm currently using a setinterval every 15ms, but someone ...
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Get count of players in room by room name
I'm trying to make a multiplayer game where there are multiple levels. All these levels will have different rooms, each with a max player count of 4.
Basically,
player selects a level
check if there ...
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Best way to monitor server performance in real time
I have multiplayer server written in C that handles various tasks like user sessions, game states and database. The server communicates with clients via TCP sockets. There are multiple threads each ...
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Asset Bundle download from server: how does one prevent scripted attack?
I am relatively new to how asset bundle works in Unity. Based on my learning, it seems one uses UnityWebRequest.GetAssetBundle to download an asset from a specified ...