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The forum FAQ has gone from uniformative, to answering some of the most common questions related to networking in games. Check it out before posting! Or just check it out in general -- suggestions are always welcome in a PM or this thread.

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Some suggestions – although they may not be ‘common’ or significant enough to add:

Host and Network Byte Order – what is it? Why does one need to endian swap?
Blocking and non-blocking sockets – what is the difference?

Jackson Allan

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How on-topic here are questions like 'tell me about client/server approaches'?

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Synchronizing network clocks / RTS network gaming:
http://www.codewhore.com/howto1.html
http://www.gamasutra.com/features/20010322/terrano_pfv.htm

Dealing with NAT issues:
http://www.codewhore.com/nat5.html

High-performance networking & I/O strategies:
UNIX: http://www.kegel.com/c10k.html
Win32: http://tangentsoft.net/wskfaq/articles/io-strategies.html

-cb

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These are great subjects for anyone interested in networking! I'm not sure how frequently some of them are asked, though. I think the "links section" of the site might be better for some of them -- I want the FAQ to answer the frequently asked questions (only).

One that DOES come up a lot is "how do I manage my data / send data / design my packets" so I'll think a little bit about that -- as you know there's not a short answer to that one...

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> I'm not sure how frequently some of them are asked, though.

Networking strategies is asked all the time (i.e. should I use blocking or non-blocking? What is IOCP? Is Async sockets better than threaded blocking on Windows? What about one thread per socket? etc.)

> how do I manage my data / send data / design my packets

You can explore existing solutions rather than try to re-invent the wheel, especially for FPS. Unreal and Quake are industry benchmarks in this regard:

http://unreal.epicgames.com/Network.htm
http://www.gamers.org/dEngine/quake/QDP/qnp.html

-cb

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hplus,

in the FAQ, the link to ReplicaNet is broken. instead of going to http://www.replicanet.com, it goes to the Z-Net website, which is already linked at the top of the list.

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> I added some answers related to networking strategies

Again, my link suggestions for those:

UNIX: http://www.kegel.com/c10k.html
Win32: http://tangentsoft.net/wskfaq/articles/io-strategies.html

-cb

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Thanks for the links. The problem with C10k is that it focuses on TCP streaming throughput, which is very seldom what you worry about in a game.

The Windows FAQ is good, and added.

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