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'''. | ||
* | 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]]. | ||
*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.
Pages in category "Networking"
The following 28 pages are in this category, out of 28 total.
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Media in category "Networking"
This category contains only the following file.
- Source Networking Highres.png 2,048 × 704; 56 KB