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Posted 12 October 2013 - 02:55 AM
Posted 12 October 2013 - 09:05 PM
1. A connection is identified by the remote IP address and port. Each new process on the same PC uses a new ephemeral port for the client side of a connection. Hence, each client is unique.
2. Yes, all game information that cannot be sent as install data must be sent from a server.
3. If client can't connect to server, how would server know that the client wants to connect, and where to connect to?
4. Yes, using a logical star topology for your networking is most common.
5. Object creation is entirely up to your network protocol. It is common to send inputs ("player shoots gun") to the server, and the server deals with all object creation, deletion, scoring, etc. Other things may need to happen on clients to hide latency.
6. Yes, an input-only networking protocol is fairly common. Simulation of 4 players should not be a problem for a computer sold in the last 10 years, unless your simulation is something very special.
7. If everybody need to see the same thing, then at a minimum, all players need to know about the same NPCs. Easiest is to put that all on the server.