Dealing with Game Server Clients

SenseiSteve

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Game server clients are a breed all their own. What are the most prevalent issues you face when dealing with them?
 

quadcloud

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Letency Latency, Latency. did i mention latency, any more than 10ms with in AU and they explode like its the end of the world!
reliability uptime needs to be 100% storage needs to be fast nvme level.... 1Gbs+ speed. and latency... Ohh and prolly not a good idea to over provision, and use dedicated cpu and ram for their vps. which means more $
Otherwise they are quiet playing games.
 

jackYanger

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TCP is fine if your run on a LAN. But if you want to play online, you must use UDP and implement your own TCP-like layer: it's necessary to pass throw NAT routers.

You need to choose between Peer-to-peer or Client-Server communication. In Client-Server model, synchronisation and state of the world are easier to implement, but you might have a lack of reactivity online. In Pee-to-peer it's more complicated, but faster for the player.

Don't keep history of player action for game purpose (do it, but only for replay functionality). If you reach a point where it is necessary, prefer make every player wait.
 

artemsereda

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I agree with the answer about the delay. For some reason, all claims are expressed to the owners. And customers do not take into account their location, Internet speed, and their own hardware.
 
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