• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Getting Online with Multiplayer Gaming(6)

             

            Looking at the Server

            The game server is a specialized piece of software. It doesn’t need fancy graphics, kicking tunes, or even dedicated input functions. The server merely needs to process the actions received from connected
            players and, every so often, send updates to the clients.

            Once the server begins executing, it enters into a tight loop, continuously processing
            incoming network messages, updating all connected players based on their last
            known movement actions, and sending updates.

            Few network messages are received from the server—connection requests, disconnect
            notifications, and player actions. Those player actions are solely up to the
            game design, and with the demo game for this chapter, those actions include
            only players walking, standing still, or attacking with a weapon.

            As network messages are received from clients, the messages are stuffed into a
            message queue. Using a message queue
            speeds up network operations and leaves the majority of the work up to the main
            application (rather than the network code thread). The server maintains a message
            queue (a stack of messages) that holds all incoming messages. As a message comes
            in, it is added to the queue. The server continuously pulls out the oldest message
            and sends it off to various functions for processing. This process of message handling
            is illustrated in Figure 19.7.

            NOTE
            To keep things processing quickly, the server updates players only
            every 33ms, whereas client updates are sent approximately every
            100ms. Incoming messages (contained in the message queue) are
            processed every frame, however.

            The server deals with player connection requests by first checking whether there are
            any open slots for players. If so, the player data is requested from the client and saved
            in a local structure. All players in the game are notified that another player has
            joined the fray, and play goes on. A slot is freed up whenever a player disconnects.

            Player actions are quickly dealt with; all player actions simply change the state of
            the player. At this point, the only states used are those for walking, standing still,
            attacking, and being hurt. At every frame, those states are used to update the
            player. As player actions are received, the server sends them out to all other connected
            players so that the players can update their game states (between server
            updates, of course).

            Aside from dealing with network messages, the server updates the state of the
            players. If a player character’s last known state was walking in a certain direction,
            that player’s character continues to walk in that direction. The server, in all its
            authority, will perform collision detection to make sure those moving characters
            can’t walk through walls!

            NOTE
            By allowing only the server to update the game world, you eliminate
            cheaters (players who try to alter the game-play to their advantage).
            Cheaters typically work by sending bogus data to the server in
            the hope that they can move their player in impossible ways.

            For every action and state you add to your game, you add the logic to the server to
            process the characters. For example, the attack state requires the server to refuse
            further state changes from a player until the attack state has cleared (after one second).
            At the same time the attack is initiated by a client, the server will calculate
            which other clients were hit and the level of damage.

            Implementing the server is easy. After you create a sound base from which to
            work, you can easily begin adding more features to the server. Besides adding
            new actions that players can perform, you can also add features such as player
            account management. However, now it's time to take a quick peek at the client
            side of things.

            posted on 2007-12-18 17:48 lovedday 閱讀(145) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            国产精品成人精品久久久| 丁香五月综合久久激情| 久久精品亚洲中文字幕无码麻豆 | 久久精品中文字幕大胸| 无码人妻久久一区二区三区蜜桃| 久久久久亚洲精品无码网址 | 久久精品成人免费网站| segui久久国产精品| 欧美国产成人久久精品| 少妇人妻88久久中文字幕| 久久精品成人免费看| 久久久久久久久久久精品尤物| 久久久久久九九99精品| 久久精品这里只有精99品| 久久亚洲AV成人无码软件| 69国产成人综合久久精品| 久久一区二区三区99| 久久er99热精品一区二区| 久久亚洲中文字幕精品一区| 久久精品麻豆日日躁夜夜躁| 久久露脸国产精品| 91久久婷婷国产综合精品青草| 久久性生大片免费观看性| 97久久国产亚洲精品超碰热| 久久婷婷五月综合色奶水99啪| 久久久国产精品网站| 一本一本久久a久久综合精品蜜桃| 91精品国产高清久久久久久国产嫩草 | 合区精品久久久中文字幕一区| 69久久精品无码一区二区| 久久婷婷五月综合成人D啪| 久久高清一级毛片| 97久久天天综合色天天综合色hd | 亚洲色大成网站WWW久久九九| 久久99国产精品成人欧美| 久久久久久久久无码精品亚洲日韩 | 久久精品成人欧美大片| 国产成人久久精品一区二区三区| 亚洲欧美国产精品专区久久| 草草久久久无码国产专区| 久久夜色精品国产网站|