- Edited
Time to secure the connection between clients and gateways so packet sniffers and man in the middle attacks are a thing of the past
Time to secure the connection between clients and gateways so packet sniffers and man in the middle attacks are a thing of the past
Give players the option to make their own accounts
Saving 'naked' passwords is always a bad idea. Use hashing and salting to ensure that if a database is leaked/stolen. The data will still be useless
Time to get into the fun stuff =) Spawning other players into the map
Syncing players up using world_state snapshots
Using interpolation to smooth the movement of other players
Extrapolating when our connection was hanging or packets were lost
Thank you Stefan! I found all of your tutorials to be the best source for practical, in-depth and real game building with Godot. Combine with the fundamentals and theory tutorials of the channel Godot Tutorials, it is the best way for me to understand the platform. Please keep up with the good work.
@gargara said: Thank you Stefan! I found all of your tutorials to be the best source for practical, in-depth and real game building with Godot. Combine with the fundamentals and theory tutorials of the channel Godot Tutorials, it is the best way for me to understand the platform. Please keep up with the good work.
Thank you Gargara! Messages like these always make me start my day with a smile on my face :) Hope you will find future content equally useful :)
I've added two more videos to the video list above. Already working on the next video for DTLS/SSL certificate encrypted communication for our players to login securely.
Videos for DTLS, Account Creation, and Hashing & Salting have been added
Synchronizing the clocks of all clients to the server clock
Videos for - Spawning players - syncing players - Interpolation - Extrapolation - Clock Synchronization
have all been added to the list
Spawning server-side enemies that are governed by the server
Syncing the animations across clients for both idle/walk/shoot
Creating server maps to remove hit detection from the client (this way the player can't fool the server anymore about what it hits)
And the implementation of that server-side hit detection
I also want to say a token of appreciation for the all these tutorials you have done to help us, really thanks they are very useful and not only helping Godot users but any users in general wanting to understand the topology, concept and way of building reliable online multiplayer games.
Thanks is not enough Stefan :) Bit hats off to you.
@supermonster said:
Thanks is not enough Stefan :) Bit hats off to you.
My pleasure, it has been a lot of fun working on that series :)
Great tutorial-series. But I had one large issue: When using the ms of the OS as a timestamp on the network messages I had my chracters jumping around for no reason even when they where not moved at all and the position did not change at all.
I could solve this by using a "handcounted" framenumber as a timestamp. I do not understand why it is like that but this is 100% reproducable for me.
Maybe this helps somebody else.