my fps network game

Thats why there is a checksum to make sure the client doesn’t go evil. If the checksum doesn’t report what the server sent, then that data is discared (zero out).Nothing is writen. Mines more of a p2ps, the server is the one that still says what works and what doesn’t.

Client send info every .1 sec (event driven), Server sends data as needed (event driven and banwith driven).

Tcp Packages rang from 4 bits to 64 bits.

I let client and server do both moving. Client tells server I’m moving (client moves), server checks to see if he can move (if not, server tells client no), then data is updated on the ram then is later saved in the HDD (usally all done in .001s). I haven’t done any really sync yet. I have done it for the bullits but sync position seems like a waste sorta. Yea the user can cheat and “move” to some other place, but the server still knows where he is, so it doesn’t really matter. (but then again, I haven’t tried cheating my own game yet, so idk if that is actully working atm lol.)