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[[https://docs.unrealengine.com/en-US/InteractiveExperiences/Networking/Server/index.html | 参考]]
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= 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[[MoinMoin:GameplayFramework | 游戏框架]]超出本文的范畴,这里只是简单提及一些:

参考

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:

UE4-Networking-And-Multiplayer/Client-Server Model (last edited 2021-11-02 03:48:14 by zbjxb)