Jump to content
  • Advertisement
Sign in to follow this  

Synchronizing Server and Clients

This topic is 2858 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm learning some basic networking with plans to write a game in which multiple clients connect to a server. I'm using UDP. I've got a couple questions.

1. How can I effectively measure the latency between the server and a newly connected client so that I can synchronize the client's timer with the server's time?

2. Once the client's timer is synched and it starts incrementing (using some high resolution timing library), does it need to be resynched with the server's time once in a while?

3. If a client does something malicious to unsync his timer, what sort of side effects could this have? (I'm not sure if this can be answered since it may be different depending on the type of game)

Thanks for reading.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!