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'''.


*Most networked data flows from '''server to client''' by way of an [[Networking Entities|entity update]]
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 [[Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization|Yahn Bernier's paper]].
**Some global data is instead transferred with an [[Networking Events & Messages|"Event" or "Message"]]
 
*Data flowing from '''client to server''' is transferred with a [[Networking Events & Messages#User_Messages|User Message]]
==In short...==
 
*Networked data flows from '''server to client''' by way of an [[Networking Entities|entity update]], or ''sometimes'' a global [[Networking Events & Messages|"Event"]].
*Data flowing from '''client to server''' is transferred with a [[Networking Events & Messages#User_Messages|User Message]].


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

Revision as of 02:56, 31 March 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...

  • Networked data flows from server to client by way of an entity update, or sometimes a global "Event".
  • Data flowing from client to server is transferred with a User Message.