![]() ![]() However, for resource-intensive games, there will be a separate executable, which only does the server duties and can't actually act as a client. When you now turn your head and walk to the beach, the client tell the server: "I turned 90° and walked forward 2 m", and the server answers: "Okay, you're now at the beach" (The reality is of course more complicated than this, but this is what the client-server approach boils down to).įor most games, the part of the game doing the server duty is included in the main executable (the thing you run when playing the game). For example, the server knows where your survivor is. When running a game, there will be one person (usually called the host), whose computer (called the server) is keeping track of the game state, while each other player's program (called the client) just relays changes of this game state to the host. ![]() Therefore, a short explanation of the client-server model: Ntdll.ARK's hosting lets the consumer peek a little deeper into the network architecture than other computer games, where there's just a host button somewhere in the multiplayer menu. Ntdll.dll!UnknownFunction (0x00007ff934eb0d51) + 0 bytes ShooterGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff6e64d96a8) + 8 bytes ShooterGame.exe!FRunnableThreadWin::Run() (0x00007ff6e64d97e6) + 0 bytes ShooterGame.exe!FTaskThreadBase::Run() (0x00007ff6e63f8a0b) + 0 bytes ShooterGame.exe!FTaskThreadAnyThread::ProcessTasksUntilQuit() (0x00007ff6e63f9f4e) + 0 bytes ShooterGame.exe!FTaskThreadAnyThread::ProcessTasks() (0x00007ff6e63fa1f6) + 0 bytes ShooterGame.exe!TGraphTask::ExecuteTask() (0x00007ff6e65299ed) + 9 bytes ShooterGame.exe!FArchiveRealtimeGC::ProcessObjectArray() (0x00007ff6e65151a2) + 37 bytes ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |