Client and Server seperation for security purposes
I'm newbie in UE but an old programmer in C++ and I have questions in my mind! A lot!
Recently I've been watching some Networking tutorials and reading some articles about Server/Client replication and all other stuff. (RPC etc.)
In online games that I've worked or I made were had simple reaction connection protocols.
C > Presses Move Key \ Local Client Checks Collision \ Sends a Package with Interaction Header (or Struct Contains Vector and Velocity etc.)
S > Checks Collision \ Calculates New Position \ Changes Position in Memory or Instance \ Sends Update Package including near clients and reference client
C > Gets Package Update \ Updates Position of Itself
That's all. Let me give you another example.
Login Server - World Server - Database Server
I always coded them seperated for performance, security and reliability purposes. (%99 on Linux or in any BSD servers, never ever Windows) Here I will try to explain my methods and organization between them. For synchronization I use TCP handshake with timestamp. (UDP For pinging and lesser heavy stuff.)
And I've made all these in C++. But when I look UE networking I am REALLY confused. I read some stuff on here, there but I didn't completely understand.
For example, my game has a unique luck system or drop system that I don't want to be exposed or cracked. For example, my client application wants to connect MySQL or MsSQL server (For instance, he made a new item and needs to store it) but I doesn't want it to be expose it's IP/Port? How? When I ship my product, does "Has Authority" function cleanse all related function? I'm really confused... Help me!
Thanks in advance ...
asked Sep 15 '17 at 11:32 PM in C++ Programming
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