en:gaming_theory:server_types
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en:gaming_theory:server_types [2022-04-01-23-39] – ↷ Page moved from en:games:gaming_theory:server_types to en:gaming_theory:server_types 7saturn | en:gaming_theory:server_types [2022-04-02-00-50] (current) – [Listen Server] 7saturn | ||
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A listen server is a server that is set up by a player, open for joining, and is listed accordingly by other clients when queried. Usually a listen-server is set up in-game, making it very easy to set simple server settings from the game's GUI interface. On the other hand, the advantage is that you can (usually) open a server quite easily and quickly, e.g. for a LAN session. | A listen server is a server that is set up by a player, open for joining, and is listed accordingly by other clients when queried. Usually a listen-server is set up in-game, making it very easy to set simple server settings from the game's GUI interface. On the other hand, the advantage is that you can (usually) open a server quite easily and quickly, e.g. for a LAN session. | ||
- | The disadvantage compared to a [[# | + | The disadvantage compared to a [[# |
===== Dedicated Server ===== | ===== Dedicated Server ===== | ||
In principle very similar to a listen server, the only difference is, that the server is meant to be able to run completely without any opening player. This means that it can also continue to run with zero players. The advantage is that clients and servers can run on different machines, so that usually less performance is sufficient to serve the clients. Usually it does not feature any GUI which allows it to run even in a head-less environment. If the game needs a higher bandwidth, then having it run on a machine with a sufficient connection bandwidth might also be a good reason for using a dedicated server. | In principle very similar to a listen server, the only difference is, that the server is meant to be able to run completely without any opening player. This means that it can also continue to run with zero players. The advantage is that clients and servers can run on different machines, so that usually less performance is sufficient to serve the clients. Usually it does not feature any GUI which allows it to run even in a head-less environment. If the game needs a higher bandwidth, then having it run on a machine with a sufficient connection bandwidth might also be a good reason for using a dedicated server. | ||
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Very often you have access only with a pre-defined username as part of an account with which you connect to a server, keeping track of open Matches. You reside in a so-called lobby, hence these servers are named lobby servers. Lobby servers are usually game specific. A lobby server therefore only serves a certain game and no others. It might even filter out different versions of the same game. They present the information on open listen or dedicated servers, or that a listen server will be opened shortly. At the beginning of the game, the IPs of the game servers are passed on from the lobby server to the clients. It may still be necessary to have the corresponding ports forwarded in order to make the listen server accessible for players. However, there are also more intelligent games that use [[..: | Very often you have access only with a pre-defined username as part of an account with which you connect to a server, keeping track of open Matches. You reside in a so-called lobby, hence these servers are named lobby servers. Lobby servers are usually game specific. A lobby server therefore only serves a certain game and no others. It might even filter out different versions of the same game. They present the information on open listen or dedicated servers, or that a listen server will be opened shortly. At the beginning of the game, the IPs of the game servers are passed on from the lobby server to the clients. It may still be necessary to have the corresponding ports forwarded in order to make the listen server accessible for players. However, there are also more intelligent games that use [[..: | ||
- | The advantage here is that it is very easy to set up private servers and announce them. On the other hand, many of the games using lobby servers – for better or worse – depend on the availability of the lobby server (mostly run by the game manufacturers). Negative examples are [[..: | + | The advantage here is that it is very easy to set up private servers and announce them. On the other hand, many of the games using lobby servers – for better or worse – depend on the availability of the lobby server (mostly run by the game manufacturers). Negative examples are [[..: |
===== Internet Server ===== | ===== Internet Server ===== | ||
- | An Internet server generally allows all IPs as clients. There are listen, dedicated and lobby/ | + | An Internet server generally allows all IPs as clients. There are listen, dedicated and lobby/ |
===== LAN server ===== | ===== LAN server ===== | ||
- | In principle, a LAN server can be either a listen server, a dedicated server or a lobby/ | + | In principle, a LAN server can be either a listen server, a dedicated server or a lobby/ |
[[..: | [[..: |
en/gaming_theory/server_types.1648849147.txt.gz · Last modified: 2022-04-01-23-39 by 7saturn