Category:Networking: Difference between revisions
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==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 keyboard and mouse input | |||
:<code>[[ServerCmd()]]</code>, for console commands | |||
{{otherlang:en}} {{otherlang:en:fr|:Category:Networking:fr}} | {{otherlang:en}} {{otherlang:en:fr|:Category:Networking:fr}} | ||
[[Category:Programming]] | [[Category:Programming]] |
Revision as of 09:58, 17 May 2008
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 the aptly-named 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 keyboard and mouse input
ServerCmd()
, for console commands
Pages in category "Networking"
The following 28 pages are in this category, out of 28 total.
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S
Media in category "Networking"
This category contains only the following file.
- Source Networking Highres.png 2,048 × 704; 56 KB