Difference between revisions of "Multiplayer"
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GentRacing´s multiplayer mode is based on a cloud-solution with different name-servers, master-servers spreaded in 14 countries and gameservers. | |||
== Default Ports By Protocol And Purpose == | == Default Ports By Protocol And Purpose == | ||
{| class="wikitable" | {| class="wikitable" | ||
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==Upcoming== | ==Upcoming== | ||
The network core will be remaked to achieve more flexibility, more functionalities and host servers by | The network core will be remaked to achieve more flexibility, more functionalities and host servers by GentRacing and the users himself | ||
==Migration to new high level networking API - 09/2021== | ==Migration to new high level networking API - 09/2021== | ||
Due to general problems with collission we decided to switch to the high level | Due to general problems with collission we decided to switch to the high level networking API of Unity. | ||
Following changes will be documenated here for you posterity and some other developers to have a bit more insight. | Following changes will be documenated here for you posterity and some other developers to have a bit more insight. |
Latest revision as of 15:30, 22 April 2022
GentRacing´s multiplayer mode is based on a cloud-solution with different name-servers, master-servers spreaded in 14 countries and gameservers.
Default Ports By Protocol And Purpose
Port Numer | Protocol | Purpose |
---|---|---|
5058 or 27000 | UDP | Client to Nameserver (UDP) |
5055 or 27001 | UDP | Client to Nameserver (UDP) |
5056 or 27002 | UDP | Client to Game Server (UDP) |
4533 | TCP | Client to Nameserver (TCP) |
4530 | TCP | Client to Master Server (TCP) |
4531 | TCP | Client to Game Server (TCP) |
19093 | TCP | Client to Nameserver (Secure WebSockets) |
19090 | TCP | Client to Master Server (Secure WebSockets) |
19091 | TCP | Client to Game Server (Secure WebSockets) |
Upcoming
The network core will be remaked to achieve more flexibility, more functionalities and host servers by GentRacing and the users himself
Migration to new high level networking API - 09/2021
Due to general problems with collission we decided to switch to the high level networking API of Unity.
Following changes will be documenated here for you posterity and some other developers to have a bit more insight.
Migration was started at September 2021 - while Alpha 0.0.7o is released.
Following functionalities will be changed/adjusted/implimented:
- Server
- Full server authorative movements and calculations of car physics
- Headless (dedicated) server for windows + linux
- Steam server integration
- Server authentication
- Adjustable server tickrate
- Client
- Online Serverlist Ingame + Steam Server
- Lag compensation
- Network compression
- Snapshot
- Serverchat
- Console commands
- Ping Server <> Client, see ping of all players