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It seems popular for multiplayer games to manage state by taking all user input and processing it on the game server. With the prevalence of cheat clients this
by ben_jones 10y ago
It seems popular for multiplayer games to manage state by taking all user input and processing it on the game server. With the prevalence of cheat clients this makes the most sense, and I've seen some games do it to limit state information easily accessible on the client (to combat botting tactics). Could contribute to large bandwidth usage if allowed to run rampant (which is probably what happens in blitz-scaling situations).
EDIT: After playing the game it seems plausible that each and every mouse event is sent to the server. That's a low of mouse events.
- boulos 10y agoBut you only pay for responses (ingress is free, you pay for egress). Can someone playing the game see how much traffic they're receiving to make this discussion more informed?