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How does the game data transfer protocol work?
Good afternoon/evening/night.
Interested in the question: how do sockets work in games?
Take the CS:GO game as an example, because over9000 data packets are sent there every second, how are they packed by the client and read by the server?
Does the client pack each package through a new instance of the wrapping class? Does the server read each packet through a new instance of the class to read? Or is it all happening through 1 class?
Please advise.
Thank you.
With the coming you.
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https://habrahabr.ru/post/209144/
https://habrahabr.ru/post/209524/
https://habrahabr.ru/post/213559/
Originals:
web.archive.org/web/20190328001900/https: //gaffero...
Additional materials:
web.archive.org/web/20190328001900/https://gaffero...
On this occasion, in general, I advise you to read Glenn Fiedler's blog.
There are also handy libraries that answer your other questions by themselves:
https://developers.google.com/protocol-buffers/
https://capnproto.org/
And you, with the coming!
Here is a good resource and an article in Russian: what and how it works and why.
https://developer.valvesoftware.com/wiki/Source_Mu...
CS:GO game, because over9000 data packets are sent there every secondEven a space rocket is unlikely to send over 9,000 "packets" of telemetry every second. :)
byte[]
, and if we say to count Berkeley's send() calls per second, there won't be hundreds or even tens. Didn't find what you were looking for?
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