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Category:Networking: Difference between revisions

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Source uses a client-server architecture. The practice of passing information between the two modules is known as '''Networking'''.
{{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'''.


For a general overview of the Source engine's networking, see the aptly-named [[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]].
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...==
==In Short...==
;Server to client
:[[Networking Entities|Entity update]], for entity state changes (the most common route)
:[[Networking Events & Messages|Game Event or User Message]], for fire-and-forget game events
:[[Temporary Entity]], for fire-and-forget world effects
;Client to server
:[[Usercmd|User Command]], for ongoing player input
:{{ent|ServerCmd()}}, for one-shot player input


*Networked data flows from '''server to client''' by way of an [[Networking Entities|entity update]], or ''sometimes'' a global [[Networking Events & Messages|"Event"]].
{{source topicon}}
*Data flowing from '''client to server''' is transferred with a [[Networking Events & Messages#User_Messages|User Message]].
 
[[Category:Programming]]

Latest revision as of 10:46, 2 March 2024

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Source 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