Networking P2P Gameplay
Switch from UNet peer to peer to a custom network implementation is mostly done. Pixel Tennis' match networking logic will now run through a dedicated server located in Germany.
Pros:
- Increased network compatibility as no direct connection (port forwarding + firewall madness) is required anymore
- Better protection against client manipulation
- Restored compatibility to future Unity Engine versions
Cons:
- Increased server load
- Players connecting far away from the server location will experience higher pings as before. However, additional dedicated servers at different countries can be established later if required.
![Pixel Tennis Dedicated Server.png](./download/file.php?id=73&sid=983a63cd16d7a9219749cec59ff37f2e)
- Pixel Tennis Dedicated Server.png (41.68 KiB) Viewed 62548 times
I learned very much about message handling, serialization and networking in general. Although this task required so much work and did not bring new features, it was still a very important step towards Pixel Tennis' future.
Somehow related to an online tennis game.