Category:Networking: Difference between revisions
		
		
		
		
		
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{{  | {{lang|Category:Networking}}{{source topicon}}[[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  | ||
Revision as of 20:52, 6 June 2022
 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