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How Do Blockland Servers Work?

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Duhman115:


--- Quote from: ArchaicModifications on July 14, 2013, 09:31:46 PM ---This entire thread makes me feel so stupid.... All these big words and technical jargon, my head's gonna implode.

--- End quote ---

Someone doesn't seem to be reading, just seeing words and saying it's technical. :I

I'm curious how the console command that allows you to control a player works.

Cømputermix:

Actually the freeze hack works differently than you think... you can go read the tge SDK if you want to figure it out. A lot of you should too, it helps describe the client server process.

On the client moves are calculated and packed into a packet, and then sent to the server. The server then just "simulates" your player moving from there. There are other things too but no real need to explain

And yes damage is stored every sided

Kalphiter²:


--- Quote from: Cømputermix on July 15, 2013, 12:34:23 AM ---On the client moves are calculated and packed into a packet, and then sent to the server. The server then just "simulates" your player moving from there. There are other things too but no real need to explain

--- End quote ---
The issue is that the server forgets about all player movements if it doesn't receive any. It's best to describe it as a bug.

Plexious:

It's stupid how the server just ignores players that are lagging. If a player is in a kill-zone they should die regardless of being frozen and should still be affected by outside forces like gravity.

Port:


--- Quote from: Plexious on July 15, 2013, 02:17:20 AM ---It's stupid how the server just ignores players that are lagging. If a player is in a kill-zone they should die regardless of being frozen and should still be affected by outside forces like gravity.

--- End quote ---

It's just how TGE and Q3A's networking works.

Receive update from a client (movement, aiming, etc.) -> update their control object and send a delta encoded game state to the client.

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