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
{{otherlang:en}} {{otherlang:en:fr|:Category:Networking:fr}}


[[Category:Programming]]
[[Category:Programming]]

Revision as of 01:25, 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