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Source Multiplayer Networking System
developer.valvesoftware.com/wiki/Source_Multiplayer_NetworkingYapay zekadan makale özeti
- Core Architecture
- Source games use Client-Server networking with dedicated servers and client computers
- Client-server communication occurs at 20-30 packets per second
- Clients only communicate with servers, not between each other
- Network Challenges
- Limited bandwidth requires constant world state snapshots
- Network packets travel at half ping time, causing latency
- Client input packets are delayed during transmission
- Packet loss can cause information loss
- Technical Solutions
- Server uses delta compression to reduce network load
- Entity interpolation maintains position accuracy between snapshots
- Client-side prediction removes latency between input and feedback
- Server-side lag compensation corrects position tracking errors
- Optimization
- Default tickrate is 66 for most games
- Client bandwidth should be set to 4500-10000 bytes/second
- Higher tickrate improves precision but increases CPU load
- View interpolation delay affects moving players' advantage
- Monitoring
- Net graph shows packet size and connection quality
- Client can request full snapshots with cl_fullupdate
- Server can limit client rate and snapshot update rate