Multiplayer
Revision as of 22:00, 16 November 2021 by Elharter (talk | contribs) (→Migration to Mirror - 09/2021)
GeneRacing´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 GeneRacing and the users himself
Migration to Mirror - 09/2021
Due to general problems with collission we decided to switch to the high level Networking API of Unity - Mirror.
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