Creating online multiplayer servers for 6 players
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MultiplayerDev_Alex
Posted on January 22, 2024 • Advanced
🌐 Need help creating multiplayer servers for 6 players
Hey everyone! I’m working on an online multiplayer game and I want to create a server system that can handle exactly 6 players per server. I’ve heard that cloud variables can support multiple players, but I’m not sure how to:
- Create separate server instances
- Limit each server to 6 players maximum
- Handle player connections and disconnections
- Manage game state across multiple servers
I’m relatively new to cloud engines and multiplayer programming. Any detailed explanations with code examples would be incredibly helpful! 🙏
NetworkExpert_Sam
Replied 3 hours later • ⭐ Best Answer
Excellent question @MultiplayerDev_Alex! Creating server-based multiplayer systems is definitely advanced, but totally doable. Here’s a comprehensive guide:
🏗️ Server Architecture Overview
Here’s how the server system works:
🔧 Step 1: Server Management System
First, create variables to manage multiple servers:
when flag clicked set [Server Count v] to [0] set [My Server ID v] to [0] set [My Player Slot v] to [0] set [Max Players Per Server v] to [6] forever broadcast [update servers v] wait [1] seconds end
🌐 Step 2: Server Discovery and Joining
Create a system to find available servers:
when I receive [join game v] set [Server Found v] to [false] set [Current Server Check v] to [1] repeat until <(Server Found) = [true]> set [Server Players v] to (☁ Server (Current Server Check) Players) if <<(Server Players) > [0]> and <(Server Players) < [6]>> then set [My Server ID v] to (Current Server Check) set [Server Found v] to [true] broadcast [join existing server v] else if <(Current Server Check) > (Server Count)> then change [Server Count v] by [1] set [My Server ID v] to (Server Count) set [Server Found v] to [true] broadcast [create new server v] else change [Current Server Check v] by [1] end end end
🏗️ Step 3: Server Creation and Player Assignment
Handle new server creation and player slot assignment:
when I receive [create new server v] set [☁ Server (My Server ID) Players v] to [1] set [☁ Server (My Server ID) Player1 v] to (username) set [My Player Slot v] to [1] broadcast [server created v] when I receive [join existing server v] set [Current Players v] to (☁ Server (My Server ID) Players) change [Current Players v] by [1] set [☁ Server (My Server ID) Players v] to (Current Players) set [My Player Slot v] to (Current Players) set [☁ Server (My Server ID) Player(My Player Slot) v] to (username) broadcast [joined server v]
🎮 Step 4: Game State Synchronization
Sync player positions and game data within each server:
// Player position updates when I receive [update position v] set [☁ Server (My Server ID) P(My Player Slot) X v] to (x position) set [☁ Server (My Server ID) P(My Player Slot) Y v] to (y position) set [☁ Server (My Server ID) P(My Player Slot) Action v] to (current action) // Read other players' data when I receive [update other players v] set [Player Num v] to [1] repeat (☁ Server (My Server ID) Players) if <not <(Player Num) = (My Player Slot)>> then set [Other X v] to (☁ Server (My Server ID) P(Player Num) X) set [Other Y v] to (☁ Server (My Server ID) P(Player Num) Y) set [Other Action v] to (☁ Server (My Server ID) P(Player Num) Action) broadcast [update player (Player Num) sprite v] end change [Player Num v] by [1] end
🚪 Step 5: Disconnect Handling
Clean up when players leave:
when I receive [player disconnect v] set [☁ Server (My Server ID) P(My Player Slot) X v] to [0] set [☁ Server (My Server ID) P(My Player Slot) Y v] to [0] set [☁ Server (My Server ID) Player(My Player Slot) v] to [] change [☁ Server (My Server ID) Players v] by [-1] if <(☁ Server (My Server ID) Players) = [0]> then set [☁ Server (My Server ID) Players v] to [0] broadcast [server cleanup v] end
⚡ Step 6: Optimization Tips
To reduce lag and improve performance:
- Update frequency: Don’t update cloud variables every frame - use timers
- Data compression: Combine multiple values into single cloud variables
- Priority updates: Update critical data (positions) more frequently than non-critical data
- Server cleanup: Regularly clean up empty servers to free cloud variable space
// Optimized update system when flag clicked forever broadcast [high priority update v] // Positions, actions wait [0.1] seconds broadcast [medium priority update v] // Health, scores wait [0.2] seconds broadcast [low priority update v] // Chat, status wait [0.5] seconds end
This system efficiently manages up to 6 players per server while keeping network traffic manageable! 🚀
MultiplayerDev_Alex
Replied 45 minutes later
@NetworkExpert_Sam This is absolutely incredible! Thank you so much! 🎉
I implemented the basic server discovery and it’s working perfectly. One question - how do I handle the case where a player’s connection drops unexpectedly? Should I use a heartbeat system?
NetworkExpert_Sam
Replied 1 hour later
@MultiplayerDev_Alex Great question! Yes, a heartbeat system is essential for robust multiplayer:
// Heartbeat system when flag clicked forever set [☁ Server (My Server ID) P(My Player Slot) Heartbeat v] to (timer) wait [2] seconds end // Check for disconnected players when I receive [check disconnects v] set [Player Check v] to [1] repeat (☁ Server (My Server ID) Players) set [Last Heartbeat v] to (☁ Server (My Server ID) P(Player Check) Heartbeat) if <((timer) - (Last Heartbeat)) > [10]> then broadcast [player (Player Check) disconnected v] end change [Player Check v] by [1] end
This checks every 2 seconds and considers a player disconnected if no heartbeat for 10 seconds. Much more reliable! 👍
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