Category:Networking: Difference between revisions
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{{ | {{lang|Category:Networking}}[[Category:Programming]] | ||
| | {{Source|4}} uses a client-server architecture. The practice of passing information between the two modules is known as '''Networking'''. | ||
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}} | |||
For a general overview of the Source engine's networking, see | For a general overview of the Source engine's networking, see [[Source Multiplayer Networking]]. For a more theoretical examination of networking as a concept, see [[Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization|Yahn Bernier's paper]]. | ||
==In Short...== | |||
;Server to client | ;Server to client | ||
:[[Networking Entities|Entity update]], for entity state changes (the most common route) | :[[Networking Entities|Entity update]], for entity state changes (the most common route) | ||
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;Client to server | ;Client to server | ||
:[[Usercmd|User Command]], for ongoing player input | :[[Usercmd|User Command]], for ongoing player input | ||
: | :{{ent|ServerCmd()}}, for one-shot player input | ||
{{source topicon}} |
Latest revision as of 10:46, 2 March 2024
Source uses a client-server architecture. The practice of passing information between the two modules is known as Networking.
For a general overview of the Source engine's networking, see Source Multiplayer Networking. For a more theoretical examination of networking as a concept, see Yahn Bernier's paper.
In Short...
- Server to client
- Entity update, for entity state changes (the most common route)
- Game Event or User Message, for fire-and-forget game events
- Temporary Entity, for fire-and-forget world effects
- Client to server
- User Command, for ongoing player input
- ServerCmd(), for one-shot player input
Pages in category "Networking"
The following 28 pages are in this category, out of 28 total.
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Media in category "Networking"
This category contains only the following file.
- Source Networking Highres.png 2,048 × 704; 56 KB