Category:Networking: Difference between revisions

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==In short...==
==In short...==


*Networked data flows from '''server to client''' by way of an [[Networking Entities|entity update]], or sometimes a manual [[Networking Events & Messages|Game Event / User Message]].
;Server to client
*Data flowing from '''client to server''' is transferred with a [[Usercmd|User Command]], or sometimes with <code>[[ServerCmd()]]</code>.
:[[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

Template:Otherlang:en Template:Otherlang:en:fr