Extranet >> Games >> Multiplayer
Concepten:
- data serialization
- sending and receiving network messages
- broadcast events
- time-dependent data and time-independent data (UDP vs TCP)
- synchronization
- lag cover up using animations
- matchmaking: list, choose, setup, lobby
- relay servers
- routing messages between clients
- quaility of service
- authentication, encryption, DOS
- gameobject authority
- network state scene management
Networking:
- channels: reliable, unreliable
- packets that need to be synced and acknowledged (commands, actions)
- packets that only need to be acknowledged (text messages)
- packets that are transient (audio, state updates, time/heartbeat)
- network events: connect, disconnect, errors, lag measurement