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Online Oyunlar

Online Games
Online games (also known as Internet games), computer games, online via the Internet played.

There are two major groups:

The browser-based online games (browser games), the platform großteilig act
Based on browser plug-ins (eg Flash or Java)
Or based on pure HTML code
Mostly platform client-based multiplayer online games, the installation of a client software require
On the basis of a peer-to-peer architecture
A few strategy and action games for small players figures
Or on the basis of a client-server architecture
For example, most online FPS
All MMOGs
There are many more subdivisions, for example, costs and genre. Thus, a very large number of different types of game, such as the increasingly popular MMORPGs.

The example of any client-server-based FPS online game, the communication between the server and client something more light.

In the first reported instance, the game server (dedicated server and list server) to a master server (via TCP packets and on a fixed port).
The master server is now the IP address, the name of the server and the server port and want to pay all those in its list of global server.
The client connects to the master server for a fixed port, again via TCP, and this validates him on a key from the client sent its legality.
The client now receives from the master server (via TCP) a list of all servers worldwide that the client server in a browser presents, and the client can filter according to certain criteria.
The client can now choose a game server, but after a short authentication through multiple TCP packets (games version balance, validating the contents, etc.) to a mere UDP connection converted.
With the help of complex mechanisms like entity interpolation, and input Prediction Lag Compensation by the lost packets and long response times resulting problems (Asynchronität different clients) compensated (see web link).
The changeover to UDP is due to the time environment (risk of Lag and thus disturb the delicate game feeling) is necessary, since bandwidth and response time is saved (no confirmation from the server regarding receipt of packets as usual TCP).
Unlike HTTP, FTP, IRC, etc. are in online games are used for transmission protocols of the application layer is not recognizable as such, as part of the game engine and not by their disjoint.
 

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