Questions tagged [socket]
Network sockets are software abstractions that provide a shared, standard API for data transmission and receiving across computer networks.
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How can I get a response back from my server running a udp socket between my server and home?
I have a c# udp socket I'm trying to send data from to my home. The server socket is hosted at aws, and the client is at my house. I modified the code from the following GitHub to send a response back ...
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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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does it matter to send less data over network in a realtime multiplayer game?
I know it matters but...
i know in networking there are packet size limits. for example, most UDP libraries enforce max packet size of around 65535.
can I write on the network as much as possible ...
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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 ...
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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 ...
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Should I send the entries using a tickrate? Netcode Authoritative Server
I am developing a 2D platform and shooting video game in Unity 2D with authoritative logic / physics on the server (The physics server is also developed in Unity to be able to use the box2D library on ...
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How to receive data on a Python socket only when data is available?
I am writing an update to a game I have written in python, and I am currently adding server support. I can't show you the main code (for the client), as it is hundreds of lines long. However, what I ...
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What design choice should I follow for client-server communication?
My game server currently launches a thread for each connected client, and handles all data exchange through that socket in a server-blocks-until-client-requests fashion. The problem derives from the ...
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TCP vs. Reliable UDP? Sending Reliable Packets in Fast-paced Multiplayer Games?
I'm currently working on a networking framework for Unity3D in order to simplify making multiplayer games. I'm using UDP for any kind of synchronisation and unimportant data.
My question is: how do ...
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How can I build an authoritative server to handle players actions taking into consideration scalability of solution
I've started with Unity3D to develop a multiplayer game similar to world of tanks, it's using authoritative server and I was able to sync movements between several clients. I'm using c# and on the ...
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WebSocketSharp For Unity
I have integrated WebSocketSharp with Unity 2018.4.14f1 and it works well with Android and IOS. I wanted to know that most of the other socket.io plugins for unity have a wrapper of Class Packet over ...
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Does StreamPeerTCP guarantee received packet is same from server?
I'm making simple Godot project that works with Node.js server. To receive and send packet to Node.js server, I used StreamPeerTCP.
First seems works, but after 2nd transmission from server, extract ...
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Networking and Timing issue
I have been trying to use the low-level API for UNET and the focus of this problem is this: ...
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Fast Serialization for Multiplayer Gaming
I wish to make a Java based multiplayer game. I am learning all about sockets and so forth. I have built a very basic UDP system that serializes an object with all the information about the game state ...
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Handling bad network clients using socket.io
Currently I'm working on a MMO game which players can join and exit game whenever they want. I have a connection manager server (CMS) written in golang using socket io library. World connects to CMS ...