O
Omlette
Guest
GM:S Only allows creating a server that's either communicates using TCP or UDP and I was curious if it's possible to do both? And if not, would it be practical to create two network servers for a server program that handles both?
(I'm basing the above off of this method https://docs.yoyogames.com/source/dadiospice/002_reference/networking/network_create_server.html)
To be specific, In my game I'd like the server and client to exchanged two types of information:
One that's crucial that it's being received intact and isn't super time-dependent (Where TCP would be the ideal protocol of choice) and the other would be variables that will be overwritten 60 times a second and ideally would be used the moment that they arrive to the client (Where UDP would be the ideal protocol of choice)
I've seen that in Mark Alexander's tutorial (https://help.yoyogames.com/hc/en-us/articles/216754698-Networking-Overview) he creates two servers in his example program -- One TCP for player movements and ememy locations that's being sent back and forth 30 times a second and the other for broadcasting the server's existence to the LAN if any other player on the local network would want to join that's being used only once per second.
Is it conventional to create two server networks of either type and have those two exchange the appropriate type of information or would it be too heavy on the program/network? In addition, I know that most online actions games have each client send packets to the server at a rate of 60 packets per second but the server would only send back packets at a rate of 20 packets per second. Is there a reason for this?
(I'm basing the above off of this method https://docs.yoyogames.com/source/dadiospice/002_reference/networking/network_create_server.html)
To be specific, In my game I'd like the server and client to exchanged two types of information:
One that's crucial that it's being received intact and isn't super time-dependent (Where TCP would be the ideal protocol of choice) and the other would be variables that will be overwritten 60 times a second and ideally would be used the moment that they arrive to the client (Where UDP would be the ideal protocol of choice)
I've seen that in Mark Alexander's tutorial (https://help.yoyogames.com/hc/en-us/articles/216754698-Networking-Overview) he creates two servers in his example program -- One TCP for player movements and ememy locations that's being sent back and forth 30 times a second and the other for broadcasting the server's existence to the LAN if any other player on the local network would want to join that's being used only once per second.
Is it conventional to create two server networks of either type and have those two exchange the appropriate type of information or would it be too heavy on the program/network? In addition, I know that most online actions games have each client send packets to the server at a rate of 60 packets per second but the server would only send back packets at a rate of 20 packets per second. Is there a reason for this?