chadthecoder / networkponggame Goto Github PK
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License: MIT License
Play pong over a server
License: MIT License
One of last steps before updating each client with other info. Still need to have client assign paddles to clients based on when they connect. Send info back to clients.
For better network programming and all around better structure.
self explanatory, ask for explanation
Currently doesn't work likely because have different port numbers on client and server. Change ports to be 1025. Fix programming on client so port is a class variable.
Client is confusing ports and receiving and sending on unintended ports due to copy paste code trying to learn and changing code to be in C++ class. Should be sending on port received from initializer or 1025 in current set up. Receiving port doesn't seem to matter at this point. Unsure. Comments or self commenting code appreciated.
Server class for communication with server and main.cpp
And fix any issues that may cause. Will be better to have network class separate from Pong class where network class sends information given back from Pong class.
Working on figuring it out at graphicsProject repo.
Make sure updates are on both
Cast to int for everything or just use ints everywhere. If can use ints will also be better for networking size config.
Change client read to async. Maybe write too
Self explanatory. Make sure gives server date when pong game is run. Untested as I added code from phone on lunch break. Fix if not working.
Unsure how to implement?
Resources:
https://github.com/ThusSpokeNomad/GameNetworkingResources
Architecture:
https://kotaku.com/networking-how-a-shooter-shoots-5869564
https://fabiensanglard.net/quakeSource/
https://mrelusive.com/publications/papers/The-DOOM-III-Network-Architecture.pdf
https://www.gamedevs.org/uploads/tribes-networking-model.pdf
HTML5 Example (Use as model?):
http://buildnewgames.com/real-time-multiplayer/
Cheating:
https://www.gabrielgambetta.com/client-server-game-architecture.html
One object per Pong object should be fine for now.
change order of connecting new client and printing
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