Category:Networking: Difference between revisions

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{{lang|Category:Networking}}{{source topicon}}[[Category:Programming]]
{{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'''.
{{Source|4}} uses a client-server architecture. The practice of passing information between the two modules is known as '''Networking'''.



Revision as of 21:52, 6 June 2022

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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