what protocol do online game use

Allegiance discussion not belonging in another forum.
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merc
Posts: 42
Joined: Sun Jul 20, 2003 7:00 am
Location: Arizona

Post by merc »

Does anyone know what protocol do online game uses? like TCP/UDP and ports?
fuzzylunkin1

Post by fuzzylunkin1 »

What do you mean?

Qstat was recently integrated into AllSrv . . . .
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

merc wrote:QUOTE (merc @ Jul 30 2010, 05:34 AM) Does anyone know what protocol do online game uses? like TCP/UDP and ports?
That's like asking what kind of metal are cars made from?

You need to be specific - what kind of metal is [specific part of car] made from.

Also you can build protocols ontop of protocols.

In an attempt to answer your question I'll say UDP, because the client want the latest message as soon as possible, and doesn't care about lost messages - TCP would spend a long time resending old messages to make sure all messages reach you, and that all messages are in order. But then there will be a protocol built ontop of UDP defining what is in those packets and where the pieces of data are, and how to respond to the packet.
The above answer is more theoretically correct than practically correct.
As for ports the game developer has free choice of ports to use (though you choose to avoid ones used by other common programs).
pkk
Posts: 5419
Joined: Tue Jul 01, 2003 7:00 am
Location: Germany, Munich

Post by pkk »

The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
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