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    copied!<blockquote> <p>The server can't just process them FCFS because that is unfair against players with higher latency.</p> </blockquote> <p>Yes it can. Trying to guess exactly how much latency someone has is no more fair as latency varies.</p> <blockquote> <p>In that case they try to estimate the game state based on the information they already have. How do you know if the estimated state is correct or not after the connection is working again?</p> </blockquote> <p>The server doesn't have to guess at all - it knows the state. The client only has to guess while the connection is down - when it's back up, it will be sent the new state.</p> <blockquote> <p>In MMO games the server handles a large amount of clients. What is the best way for distributing the load? Based on location in game?</p> </blockquote> <p>There's no "best way". Geographical partitioning works fairly well, however.</p> <blockquote> <p>Can you avoid sending everything through the server?</p> </blockquote> <p>Only for untrusted communications, which generally are so low on bandwidth that there's no point.</p> <blockquote> <p>In most RTS games if any player leaves the others can continue playing without him. How is it possible without dedicated server? Does everyone know the full state?</p> </blockquote> <p>Many RTS games maintain the full state simultaneously across all machines.</p> <blockquote> <p>Some of the above problems are easy in a trusted client environment but that can not be assumed. </p> </blockquote> <p>Most games open to the public need to assume a 100% cheater environment.</p>
 

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