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The client sends all recognised user input to the server thread and sends it to the server. The server then identifies which player applied this input based on the socket on which it receives the message. Input is sent as a reliable message (TCP). The client does not immediately respond to user input, but updates its position completely based on transformations sent by the server (server is absolute authority).
Note: The keys that the player presses are not sent to the server, but the meaning of the key is sent. This allows the client to change key layouts while the server is oblivious.
When this ticket is completed, a multi-user test is to be done to benchmarks the affects of latency. The results will then be communicated in this ticket.
The text was updated successfully, but these errors were encountered:
The client sends all recognised user input to the server thread and sends it to the server. The server then identifies which player applied this input based on the socket on which it receives the message. Input is sent as a reliable message (TCP). The client does not immediately respond to user input, but updates its position completely based on transformations sent by the server (server is absolute authority).
Note: The keys that the player presses are not sent to the server, but the meaning of the key is sent. This allows the client to change key layouts while the server is oblivious.
When this ticket is completed, a multi-user test is to be done to benchmarks the affects of latency. The results will then be communicated in this ticket.
The text was updated successfully, but these errors were encountered: