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'''.  | Source uses a client-server architecture. The practice of passing information between the two modules is known as '''Networking'''.  | ||
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:[[Usercmd|User Command]], for ongoing player input  | :[[Usercmd|User Command]], for ongoing player input  | ||
:<code>[[ServerCmd()]]</code>, for one-shot player input  | :<code>[[ServerCmd()]]</code>, for one-shot player input  | ||
[[Category:Programming]]  | [[Category:Programming]]  | ||
Revision as of 00:25, 6 March 2011
Template:Otherlang2 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 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.
L
S
Media in category "Networking"
This category contains only the following file.
- Source Networking Highres.png 2,048 × 704; 56 KB