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Mmo server validating player position

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  • AT RUNTIME, IN YOUR SERVER, PLAYER POSITIONS SHOULD BE KEPT...

By valleyman86 , January 28, in Networking and Multiplayer. This topic is days old which is more than the day threshold we allow for new replies. Please post a new topic.

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FPS Server/Client Bullets Not Quite Right

So how can I be more attractive to women ? I have been developing an MMO server (using GoLang) for a while If a player is hit by a bullet, I could send a packet from the client to the . If your game lets clients report position, and it gets significant .. results to the server for validation, and the server should report back with the correct game state. At runtime, in your server, player positions should be kept in-memory and updated there, as you would do with any other kind of game..

So i've made a not enough setup for an FPS game, but the client-side and server-side bullets damn near never seem to be in the right classify. The server's bullet is always a little behind the client's bullet plane when running on a local dedicated server. Unprejudiced curious if i'm doing something wrong or not, because if someone has a ping or congenerous 4 which is what i'm getting on a local dedicated server there shouldn't really be a difference.

Here's the focal blueprint for shooting. Unquestionably simple and straight bold code. But this is the result while strafing. Client Strafing Right So the server's event gets called early or something, or the player's stand on the server is not in-line with the client which on a local server really shouldn't be the case. Ok so i found that this is fixed if i set my max FPS to about For firing, I about it's handled by beginning firing on the neighbourhood client and then loss the location and directorship of the local be put off to the server from one end to the other an RPC.

Then using that information on the server's fire. The customer and server are to all intents not going to be in sync if you're moving so you demand to make sure the bullet also fires from the same location and direction on the server.

Well i'm replicating inputs rather than exact set and rotation of the shot being fired. Admitting that sending the server on occasion shot fired seems congenerous a bit of a waste of bandwidth, but i'll just have to do that for the time being until i figure out a -carat way of replicating inputs.

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I would like to build a real-time, multiplayer game which involves quickly picking up objects, and launching projectiles at other players. I have a basic understanding of how game engines and MMO games work. My question is related to how to handle the game state on the client side in a way that feels smooth.

Let's say two users decide to move to an object at the same time by clicking the location on the screen, but only the first person is able to pick it up, and one of the players could change their mind before they reach it and go a different direction Or only once, and the velocity is managed on the server side? Or can you move the character on the client side and only use the server for returning the position of the other players?

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