I got some trouble with my c++ server and game with the movement, i’m asking how it should be handle.
At the moment i’m doing:
- Detect if player moving
- If moving
- Send position to the server, the server will make all check and verification about the speed hacking etc.
- If ok
- Send to all player around my new position
The problem now is the delay…
By doing this i got a lot amount of packet on my game (16 to 20 bytes) per packet each tick, with a lot of client moving my packet stack is overcharged and i got a big delay between all my moving client to reach the final position.
I tried an oter solution by moving with a input key pressed (pressing w set foward to true and update the movement on all near player) but the delay between the send and recv make the position wrong.
I’m not using ue4 network, i made a listen server using boost asio async and game client using it too.
ps: i’m doing the movement from client because i’m not reading the map on the server side to check the collision map info etc