Interlayer
- Role Founder
I’m a founder of the game Interlayer (https://interlayergame.com), a cooperative RPG survival game set in a distinctive sci-fi universe, where numerous parallel universes have unexpectedly merged into a shared space known as the Interlayer. The game provides a unique blend of elements from games like Don’t Starve Together, Terraria, and Factorio.
I started the project a few years ago in my free time and I’m still working on it in the small team of three developers. Together, we undertake all aspects of the project, from conceptualization to implementation.
Achievements:
• Procedurally Generated Open World: The game boasts a procedurally generated open world that consist of numerous planets that can be explored, each of those containing different biomes, creatures, points of interest, bosses, etc.
• Developed in Unity: Utilizing the Unity engine, the game leverages the URP (Universal Render Pipeline) for visually stunning and performant graphics.
• ECS Framework: The Entity Component System (ECS) framework is employed for game logic, enhancing efficiency and performance.
• Custom Networking and Synchronization System: A self-made networking and synchronization system ensures smooth multiplayer experiences.
• Modder-Friendly Design: The game design focuses heavily on extensibility for modders, allowing for a broad range of player-created content and customization.
In June 2017, I joined FreeNow, which was called "mytaxi” back there, as a Software Engineer. Initially, I joined the team that was working on the project called “match”, whose idea was to develop a solution that will let two (or more) travelling users share the same taxi cab if their pickup & destination locations are somehow the same or close to each other. Following this approach, we would be able to split the cost between two users, making it cheaper for them. It was a pretty interesting and challenging project in terms of algorithms & complexity.
Unfortunately, the project failed because of Corona, as people became much more cautious when travelling with the others (especially, strangers).
As the micro mobility industry (scooters, bikes, carsharing) became increasingly popular, FreeNow decided to launch a platform that would provide users with access to Micro Mobility providers and act as an aggregator/intermediary. I have taken the responsibility of architecting the whole solution in a team of 3 developers. Nowadays, FreeNow has become a leading MicroMobility provider platform with millions of rides and more than 10+ different providers connected.
Now, I’m working as a Senior Software Engineer in a team that is responsible for bringing new users to our platform, increasing retention and integrating new providers.
Projects I have taken part in as a Server Developer:
Goodgame Empire
Empire: Four Kingdoms
My main responsibility at Goodgames Empire was performance of the backend system. Lots of different improvements were applied and heavily increased the overall performance of servers since the beginning of 2016. Advanced monitoring system was also implemented to help analyzing performance problems.
My career in game development started with Mail.Ru while still being studying in the university. I got employed as a regular developer since I had experience from my freelance projects and Wikimapia and within 3 years became a technical lead developer of a small team. During that time I participated in the development of around 10 projects (firstly only maintaining live games and then implementing new server solutions from scratch).
Projects where I used to lead server development process:
+ Juggernaut Wars
+ Lucky Fields
+ Might & Glory: Kingdom War
+ Jungle Heat
+ Evolution: Battle for Utopia
My core achievements:
+ I participated in development of many different live games that were under a high load and gained much experience about game servers' optimization and performance issues
+ I developed a few game servers from scratch and was responsible for the whole development process on server side. Different approaches and mistakes allowed me to gain irreplaceable experience in server architectures
+ Growth from a regular Software Engineer to a Technical Lead in the server development department working on social and mobile games
Wikimapia is an open-content collaborative mapping project that aims to mark and describe all geographical objects in the world.
My main responsibilities were:
+ Implement new service features
+ Optimizing map tiles generation system (firstly was written in PHP but was reworked by me as a C++ plugin for PHP)
+ Maintenance of 20+ Linux servers based on CentOS
+ Configuring monitoring and notifications systems (Munin, Nagios)
My core achievements:
+ I reworked map tile generation system from scratch using C++ by implementing it as a module to PHP. Tiles generation performance increased about 4 times
In my freelance work with IntellectoKids, I developed the backend services for their game titles:
I used to work for Kormind Inc. part time remotely as a Lead Developer. It was a startup where we worked on an application called Camopulse, which is a game-like mobile messenger for teenagers.
My responsibilities in Camopulse were:
This is an application I developed from scratch for iOS
These are the websites I developed as a freelancer (which do still work):Achievements:
At FREE NOW, we’re always looking for new ways to improve our service while also delivering you the best quality fares available. That’s why we’ve launched FREE NOW Match in Limerick and selected areas in Dublin.
What is Match?
With Match the app will automatically group together passengers that are travelling in the same direction and send them to your taxi guaranteeing you a higher value fare as the distance you travel will be greater.
What are the benefits of Match?
Matched fares are on average 20% higher than normal FREE NOW fares as your journey will be greater.
How many times when working with ECS you had to open a system that you’ve created before to copy-paste the implementation? Unfortunately, Unity ECS comes not only with performance by default, but also with a lot of boilerplate by default.
For reducing the boilerplate with ECS, I’ve created the project called UnityECSEntityBuilder that helps you creating & modifying the entities. However, I’m still reusing a lot of code that I write, so I decided to collect all the templates that you can easily copy-paste into your project when creating a new system / component.
So just add it to your favorites and use.
public struct MyReadOnlyExampleComponent :IComponentData
{
// your parameters
}
public struct MyBufferElementData : IBufferElementData
{
// your parameters
}
public struct MySystemStateComponentData : ISystemStateComponentData
{
// your parameters
}
public struct MySharedComponentData : ISharedComponentData
{
// your parameters
}
public class MyExampleSystem : SystemBase
{
protected override void OnUpdate()
{
Entities
.WithoutBurst()
.ForEach((Entity entity, in MyReadOnlyExampleComponent component) =>
{
// do your magic
})
.Run();
}
}
public class MyExampleSystem : SystemBase
{
protected override void OnUpdate()
{
var entityCommandBuffer = new EntityCommandBuffer(Allocator.TempJob);
Entities
.WithoutBurst()
.ForEach((Entity entity, in MyReadOnlyExampleComponent component) =>
{
// do your magic
entityCommandBuffer.AddComponent<MyReadWriteExampleComponent>(entity);
})
.Run();
entityCommandBuffer.Playback(EntityManager);
entityCommandBuffer.Dispose();
}
}
public class MyExampleSystem : SystemBase
{
protected override void OnUpdate()
{
Dependency = Entities
.ForEach((Entity entity, in MyReadOnlyExampleComponent component) =>
{
// do your magic
})
.ScheduleParallel(Dependency);
}
}
public class MyExampleSystem : SystemBase
{
private EndSimulationEntityCommandBufferSystem m_endSimulationEntityCommandBufferSystem;
protected override void OnCreate()
{
m_endSimulationEntityCommandBufferSystem = World.GetOrCreateSystem<EndSimulationEntityCommandBufferSystem>();
}
protected override void OnUpdate()
{
var entityCommandBuffer = m_endSimulationEntityCommandBufferSystem.CreateCommandBuffer().AsParallelWriter();
Dependency = Entities
.ForEach((Entity entity, int entityInQueryIndex, in MyReadOnlyExampleComponent component) =>
{
// do your magic
entityCommandBuffer.AddComponent<MyReadWriteExampleComponent>(entityInQueryIndex, entity);
})
.ScheduleParallel(Dependency);
m_endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(Dependency);
}
}
public class MyExampleSystem : SystemBase
{
protected override void OnUpdate()
{
Dependency = Job.WithCode(() =>
{
// do you magic
}).Schedule(Dependency);
}
}
[BurstCompile]
public struct MyExampleJob : IJob
{
public void Execute()
{
// do your magic
}
}
public class MyExampleSystem : SystemBase
{
protected override void OnUpdate()
{
Dependency = new MyExampleJob().Schedule(Dependency);
}
}
[BurstCompile]
public struct MyExampleJob : IJobChunk
{
[ReadOnly]
public EntityTypeHandle entityTypeHandle;
[ReadOnly]
public ComponentTypeHandle<MyReadOnlyExampleComponent> readOnlyComponentHandle;
public ComponentTypeHandle<MyReadWriteExampleComponent> readWriteComponentHandle;
public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
{
var entities = chunk.GetNativeArray(entityTypeHandle);
var readOnlyComponent = chunk.GetNativeArray(readOnlyComponentHandle);
var readWriteComponent = chunk.GetNativeArray(readWriteComponentHandle);
for (var i = 0; i < chunk.Count; i++)
{
var entity = entities[i];
// do your magic
}
}
}
public class MyExampleSystem : SystemBase
{
private EntityQuery m_query;
protected override void OnCreate()
{
m_query = GetEntityQuery(
ComponentType.ReadOnly<MyReadOnlyExampleComponent>(),
ComponentType.ReadWrite<MyReadWriteExampleComponent>()
);
}
protected override void OnUpdate()
{
Dependency = new MyExampleJob
{
entityTypeHandle = GetEntityTypeHandle(),
readOnlyComponentHandle = GetComponentTypeHandle<MyReadOnlyExampleComponent>(true),
readWriteComponentHandle = GetComponentTypeHandle<MyReadWriteExampleComponent>()
}.Schedule(m_query, Dependency);
}
}
[BurstCompile]
public struct MyExampleJob : IJobChunk
{
[ReadOnly]
public EntityTypeHandle entityTypeHandle;
[ReadOnly]
public ComponentTypeHandle<MyReadOnlyExampleComponent> readOnlyComponentHandle;
public ComponentTypeHandle<MyReadWriteExampleComponent> readWriteComponentHandle;
public EntityCommandBuffer.ParallelWriter ecb;
public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
{
var entities = chunk.GetNativeArray(entityTypeHandle);
var readOnlyComponent = chunk.GetNativeArray(readOnlyComponentHandle);
var readWriteComponent = chunk.GetNativeArray(readWriteComponentHandle);
for (var i = 0; i < chunk.Count; i++)
{
var entity = entities[i];
// do your magic
ecb.AddComponent<MyExampleComponent>(firstEntityIndex + i, entity);
}
}
}
public class MyExampleSystem : SystemBase
{
private EntityQuery m_query;
private EndSimulationEntityCommandBufferSystem m_endSimulationEntityCommandBufferSystem;
protected override void OnCreate()
{
m_query = GetEntityQuery(
ComponentType.ReadOnly<MyReadOnlyExampleComponent>(),
ComponentType.ReadWrite<MyReadWriteExampleComponent>()
);
m_endSimulationEntityCommandBufferSystem = World.GetOrCreateSystem<EndSimulationEntityCommandBufferSystem>();
}
protected override void OnUpdate()
{
var entityCommandBuffer = m_endSimulationEntityCommandBufferSystem.CreateCommandBuffer().AsParallelWriter();
Dependency = new MyExampleJob
{
ecb = entityCommandBuffer,
entityTypeHandle = GetEntityTypeHandle(),
readOnlyComponentHandle = GetComponentTypeHandle<MyReadOnlyExampleComponent>(true),
readWriteComponentHandle = GetComponentTypeHandle<MyReadWriteExampleComponent>()
}.Schedule(m_query, Dependency);
m_endSimulationEntityCommandBufferSystem.AddJobHandleForProducer(Dependency);
}
}
[UpdateInGroup(typeof(SimulationSystemGroup))]
public class MyComponentSystemGroup : ComponentSystemGroup
{
}
public class MyExampleSystem : SystemBase
{
private EntityQuery m_query;
protected override void OnCreate()
{
m_query = GetEntityQuery(
typeof(MyReadOnlyExampleComponent),
typeof(MyReadWriteExampleComponent)
);
}
}
For explanations regarding ReadOnly / ReadWrite components, have a look at this article.
public class MyExampleSystem : SystemBase
{
private EntityQuery m_query;
protected override void OnCreate()
{
m_query = GetEntityQuery(
typeof(MyReadOnlyExampleComponent),
typeof(MyReadWriteExampleComponent)
);
}
}
public class MyExampleSystem : SystemBase
{
private EntityQuery m_query;
protected override void OnCreate()
{
m_query =GetEntityQuery(new EntityQueryDesc
{
All = new ComponentType[]
{
typeof(CompositeScale)
},
Any = new ComponentType[]
{
ComponentType.ReadOnly<Scale>(),
ComponentType.ReadOnly<NonUniformScale>(),
ComponentType.ReadOnly<ScalePivot>(),
ComponentType.ReadOnly<ScalePivotTranslation>()
}
});
}
}
Greetings, adventurers! I’m delighted that you’ve chosen to delve into this article. My name is Andrey, and I have over 10 years of experience in game development, participated in various aspects including frontend, backend, game design, and even art. I’ve noticed a lack of well-crafted articles discussing backend infrastructure for multiplayer games, which motivated me to embark on this writing journey.
This article is the first part of a series where we’ll explore backend game development. Today, we’ll delve into the initial step of developing a backend for your game: processing players’ requests.
A crucial preliminary step in the backend development of an multiplayer game involves processing player-generated requests. These can range from elementary operations, such as logging into the world or creating a character, to more intricate maneuvers like navigating the game environment and using abilities. Collectively, these tasks fall within the domain of “processing user input.”
Effective processing of user requests necessitates the integration of a suitable network solution into your game. This can be either a proprietary or open-source system and serves to facilitate the receipt and handling of user requests. Broadly, there are three primary communication flows to consider:
The simplest way to implement multiplayer for a game is to provide a specific request-response API that the client can use to reflect the changes made by the player in the game. In this model, the client initiates requests to the server, and the server responds. If an update is needed, the client queries the server, which returns any available updates since the last time updates were requested.
Many mobile games implement multiplayer in an asynchronous way, where players don’t directly play with each other but can interact with the possessions of other players, such as visiting other players’ farms in Hay Day or attacking other players’ bases in Clash of Clans. During the remaining time, players focus on improving their own defense or their own “farm,” which can only be changed by the player themselves and doesn’t change automatically by the server (with some exceptions, of course).
Pros:
Cons:
Most of the times multiplayer games’ backends that are built with some kind of an API still require a possibility of sending updates to client. For example, the game like Hay Day (farming game) has a market feature where players can visit other players’ farms and buy stuff from their markets. When somebody buys an item from your market, you get money and a notification that an item as sold. Updating the player’s money amount on client as soon is possible is crucial as it affects the player’s gameplay directly. Therefore, we need a mechanism of letting the player know that something in the game changed without his/her input.
There are a few mechanism to achieve that.
Polling is a technique used in client-server communication where the client repeatedly sends requests to the server at regular intervals to check for updates or changes. It involves the client actively checking with the server to see if there is any new information available. This can result in increased network traffic and server load compared to other communication methods.
Pros:
Cons:
In summary, polling offers a simple approach for checking for updates in client-server communication but comes with drawbacks such as increased network traffic, delayed updates, and potential resource consumption issues. For real-time applications or scenarios with a need for instant updates, alternative techniques like long polling or full-duplex communication are often preferred.
Long polling works by establishing a connection between the client and the server. The client sends a request to the server, and instead of immediately responding, the server keeps the request open. The server waits until it has new information or an update to provide. Once there is an update, the server responds to the client with the new data. If no updates occur within a specified time period, the server sends a response indicating that there are no changes.
In short, long polling maintains a persistent connection where the server holds requests open until it has new information to deliver, allowing for real-time updates without excessive polling from the client.
Pros:
Cons:
In summary, long polling allows for real-time updates with reduced network traffic and efficient resource utilization. However, it introduces complexity and potential delays in the initial response, which need to be considered when implementing this technique. Scalability considerations should also be taken into account for applications that expect a high volume of long-polling connections.
Another good option to facilitate bi-directional communication without altering the request-response approach is by incorporating a third-party messaging service. This service would be responsible for delivering updates to the player.
For instance, one possible solution is to establish a connection between the client and an MQTT server upon launching the game. Once the connection is established, the MQTT server can relay all events to the player whenever an event is sent by someone (in this case, the game server). Consequently, the client will communicate with the game server through the existing API, while the game server can use the MQTT server to notify the client of any updates or events by sending them through the established connection.
Implementing this approach is relatively simple, as there are numerous messaging service options available. One well-known solution is RabbitMQ, an open-source, lightweight, and easily deployable message broker.
Yes, push notifications can also be used for internal packets in mobile games to provide real-time updates and notifications to players. While push notifications are commonly associated with displaying alerts and messages to users, they can also be utilized to deliver internal game-related information.
For example, in a multiplayer mobile game, push notifications can be sent to players to notify them of in-game events, such as the start of a new match, completion of a task, or availability of rewards. These notifications can serve as a means to engage players and keep them informed about important game-related updates even when the game is not actively running on their devices.
When a push notification is received while the game is active, the game can intercept and process the notification data within its code. The game can then determine how to present the information to the player or incorporate it into the ongoing gameplay experience.
This type of communication channel supports simultaneous data transmission and reception on both ends. Often referred to as a “socket”, full-duplex mode allows two communicating parties to send and receive data concurrently, enabling seamless, real-time interaction.
Most real-time games like MMORPGs, FPS games, and RTS games require extensive communication between the client and server, heavily relying on information from the server. Players need to see other players, creatures, NPCs, while the server also needs to constantly notify all players about changes in the game environment, such as other players’ movements and ability usages.
Therefore, in contrast to the Request-Response approach, these types of games require the ability for both sides to send continuous updates to each other, making the full-duplex or bi-directional approach most suitable for them.
Pros:
Cons:
Examples:
Once the networking solution has been chosen and implemented, the next crucial step is determining the type of data to be transmitted between the player and the server. When a game like an MMORPG is built, there’s a lot of information or ‘packets’ being sent from the player to the game server. Some examples are:
Each of these packets, transmitted from the player to the server, is essential for the gameplay. However, notable differences exist among them in terms of frequency, complexity, importance, and priority.
The first difference is frequency – how often these requests are sent. The frequency of packets varies significantly. For instance, Movement packets may be transmitted several times per second as a player navigates the world. In contrast, the Authentication packet is sent only once, when the player opens the game and initiates a gaming session.
Frequency is usually the most valuable factor in terms of performance of your game server; even if the request is fairly simple, your server might have problems dealing with millions of those.
The next difference is complexity; it involves how much work the server has to do when it receives a packet. The concept of complexity can be seen as a performance multiplier to the frequency of your requests. The more processing each packet requires, the greater its impact on performance.
Each packet sent over the network necessitates a certain amount of processing on both the client and server sides. This processing could involve a variety of operations, such as checking data integrity, converting data formats, querying a database, or performing complex computations. The more complex these operations, the longer it takes to process each packet.
For example, both the Authentication and “Buy Item from NPC” packets are sent infrequently, but they aren’t equally complex.
So, when designing network communication for a game server, it’s crucial to consider both the frequency and the complexity of each packet type. Balancing these factors effectively will help to ensure efficient and smooth operation.
Another difference is how crucial or important the packets are. Imagine if we can’t guarantee that all packets will reach the server. Some might get lost due to a bad internet connection. Are there any packets we can afford to lose? Yes – if a Movement packet doesn’t get through, it might make the player’s movement a bit choppy, but it won’t ruin the game. Losing any of the other packets, though, would be seen as a bug and would likely frustrate the player.
There are two different network protocols that one can use when building a game server: Transmission Control Protocol (TCP) and User Datagram Protocol (UDP).
TCP:
UDP:
Having those protocols in mind, one can accommodate both types of data in game development: data that can afford to be lost (like a movement packet), and data that must be guaranteed to reach the server (like a “use spell” packet). This is achieved by using a mix of both TCP and UDP protocols in the same game:
By using TCP and UDP together, you can ensure that all the crucial information is reliably delivered, while still keeping the game responsive and real-time for players.
However, whether you need to differentiate your requests really depends on your game’s specific requirements. A hybrid solution is typically utilized in First-Person Shooter games like Battlefield, whereas most MMORPG games are perfectly content using TCP to guarantee no packet loss, even if it results in occasional player-side lag. If your game demands extremely frequent updates, you might want to consider UDP; otherwise, sticking with TCP could be a simpler and more reliable option.
The final difference is priority – this isn’t the same as “importance”. In all the network systems I’ve worked with, packets aren’t processed right away in the same thread. Instead, they’re put in a packet queue and dealt with later by a worker thread pool. Sometimes, it makes sense to use a priority queue instead of a normal one. This is a queue that takes into account the priority of each item and processes the most important ones first.
Looking at our list of packets, I’d say that the “Use Spell” packet should have a higher priority than the “Movement” and “Buy Item From NPC” packets. In real-time MMORPG games, timing is crucial, especially for spells. So, the “Use Spell” packet should be processed as soon as possible for a smooth and responsive fight. On the other hand, a small delay when buying items from an NPC might be a bit annoying, but it won’t ruin the game.
Therefore, such games as World of Warcraft should definitely prioritize packets in order to provide the smooth fighting experience even though some other parts of the gameplay can be lagging from time to time.
Let’s think more deeply about priorities, using the Authentication packet as an example.
It’s definitely important to get the player into the game quickly. But is that more important than making sure the players who are already in the game have a smooth experience? That’s debatable. Consider this:
Thus, always handle packet priorities with due consideration and foresight, keeping in mind the potential ripple effects your choices may have.
Once you’ve set up your network solution and included a few requests for your backend, you’ll soon encounter the issue of error handling.
For instance, let’s say a player tries to purchase an item from an NPC, but doesn’t have enough money for the transaction. Or perhaps a player is moving around the world, and the client, for some reason, assumes the player has teleported to the city without using any abilities or items to do so.
Clearly, the server should treat this as either a hack attempt or an error, and shouldn’t fulfill the player’s request (either to acquire the item or to teleport to the city). However, this needs to be communicated to the player, as the client might think everything went smoothly and that the player has already arrived in the city. This is known as desynchronization, where the player’s or world’s state differs between the client and server sides.
To rectify or prevent desynchronization, you can consider different strategies:
The easiest way to synchronize the states is to simply reload the game. When logging into the game, the server sends the current state of the player and the surrounding world. So, if the server reports an error, the client should simply restart the game session (reload the game world), starting with a fresh state loaded from the server.
Pros:
Cons:
Another possible approach involves allowing the server to conduct all validations upfront. For example, each time a player attempts to purchase something from an NPC, the client sends a request to the server and waits for a “Success” or “Failure” response. By doing this, you eliminate the chance of desynchronization, as the client won’t alter any state until the server approves the change.
Pros:
Cons:
While the latency issue is significant, it doesn’t mean that this approach is unsuitable for all scenarios. On the contrary, server validation is usually the best solution for most situations, while more sensitive cases, such as movement, might need a different implementation.
Another solution that could address the movement problem discussed in the previous section involves updating the state of specific game elements where desynchronization has just occurred. For example, if the server determines that the client moved the player to an impossible location, the server can reject such a move and send the client an update with the current player’s position. This update forces the client to teleport the player to the specified location and rectifies the desynchronization issue.
Pros:
Cons:
Implementing this kind of solution for an entire game is a massive undertaking and likely impossible for a game of considerable size. However, a more generalized approach could be considered. For instance, instead of correcting the player’s location when their position is out of sync, the server could send an update packet with the complete player’s information, which would include their position too. Hence, this same update packet could be utilized to address all kinds of synchronization issues related to players.
This is the most sophisticated method and it’s not typically feasible for most of the multiplayer games except Real-Time Strategy games, but it’s still worthwhile for you to comprehend this approach.
Determinism in games refers to the characteristic where a game’s behavior and outcomes are entirely predictable and reproducible, given the same inputs and initial conditions. Simply put, a deterministic game will produce the exact same results every time it is played under identical circumstances.
In terms of processing the player’s input, it implies that identical input should yield identical results on both the client and server sides.
Pros:
Cons:
While determinism can be an effective solution for smaller, less complex games or games with less reliance on real-time user input, it is not generally feasible for larger and more complex games like MMORPGs. These types of games usually have complex mechanics and behaviors which can’t be replicated perfectly on both client and server due to various factors such as hardware differences, network latency, or unpredictable player behavior.
Remember, handling synchronization issues effectively is vital in providing a smooth and enjoyable gaming experience. Understanding the strengths and limitations of each approach will help you to choose the right solutions for your game, and optimize performance and player satisfaction. No matter which method you choose, ensuring that you log and fix synchronization issues as quickly as possible will help to maintain the stability and performance of your game.
This chapter is primarily relevant for games that possess reproducible mechanics and offer offline gameplay functionality. If you are developing an MMORPG or a similar game that does not align with these characteristics, it is safe to skip this chapter without hesitation.
The next important topic to discuss is the ability to reproduce players’ actions in the game on the server, even if those actions occurred on the client in the past when there was no internet connection. Let me explain further:
The question is: What should be done with the actions performed by the player while in the garage without internet connection? There are two approaches to consider:
The first approach is simple and often the preferred option. However, if you aim to provide a seamless and enjoyable gaming experience, let’s explore how the second approach can be implemented. Here’s the recipe:
It’s important to note that there are exceptions to this solution. For example, certain requests may require immediate responses from the server, such as “buying an item from a market.” These actions can be restricted while the internet connection is lost, or the game can display a “lost server connection” popup to inform the player.
That wraps up our discussion for today. I’ve aimed to address any queries you might have when putting together a request handling system. If there’s something you think I missed, don’t hesitate to get in touch and I’ll make sure to add that to the article!
It is a long established fact that a reader will be distracted by the readable content of a page when looking at its layout. The point of using Lorem Ipsum is that it has a more-or-less normal.
It is a long established fact that a reader will be distracted by the readable content of a page when looking at its layout. The point of using Lorem Ipsum is that it has a more-or-less normal distribution of letters, as opposed to using ‘Content here, content here’, making it look like readable English.
Many desktop publishing packages and web page editors now use Lorem Ipsum as their default model text, and a search for ‘lorem ipsum’ will uncover many web sites still in their infancy.