packet parsing

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50 comments, last by hplus0603 16 years, 2 months ago
Quote:Original post by chessmaster42
Plus, in my opinion, clients will not (perhaps should not) send as much data to the server as the servers send amongst themselves. Unless I'm missing something here, aren't the servers going to be sending large complex packets to each other to save CPU time where the clients will be sending quick small packets to save bandwidth?

Clients don't send much info to the server normally because all they can send is input or requests. So usually like a few bytes and such. It's really trivial data compared to optimizing bandwidth being sent out.

For the server to server communication it depends on the architecture and the game. Zone servers connected to a main login server is one way and the server to server communication occurs when people are on the edges of zones.
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Quote:some SHA algorithm for encryption and some CRC for checksum


To nit-pick, SHA is a family of message digest hashes (thus useful for checksumming, or cryptographic signatures). I think you're thinking of AES for encryption.
enum Bool { True, False, FileNotFound };

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