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---- /!\ '''Edit conflict - other version:''' ---- 主要的[[GameplayFramework | 游戏框架]]超出本文的范畴,这里只是简单提及一些: ---- /!\ '''Edit conflict - your version:''' ---- |
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UE4的多人在线游戏采用的是client-server模型。意味着有一个单独的server负责游戏状态的裁判,同时所有其他remote终端都维持一份本地相对server的近似。
Server是多人里重要的一部分,它做出所有重要的决定:
- 所有状态控制任务
- 处理remote client连接
- 切换新关卡
- 负责游戏流程:开局、结束等
- etc...
Starting a Server
基本命令行(这些命令use the editor,因而不依赖cooked data):
Type |
Command |
Listen Server |
UE4Editor.exe ProjectName MapName?Listen -game |
Dedicated Server |
UE4Editor.exe ProjectName MapName -server -game -log |
Client |
UE4Editor.exe ProjectName ServerIP -game |
Server Gameplay Flow
The server is in charge of driving the flow of gameplay. It is the server's job to notify clients that it is time to travel to a new map, when gameplay starts and ends, along with actor replication updates, etc.
主要的游戏框架超出本文的范畴,这里只是简单提及一些: