Types
Dedicated server
Dedicated servers simulate game worlds without supporting direct input or output, except that required for their administration. Players must connect to the server with separate client programs in order to see and interact with the game. The foremost advantage of dedicated servers is their suitability for hosting in professional data centers, with all of the reliability and performance benefits that entails. Remote hosting also eliminates the low-latency advantage that would otherwise be held by any player who hosts and connects to a server from the same machine or local network. Dedicated servers cost money to run, however. Cost is sometimes met by a game's developers (particularly on consoles) and sometimes by clan groups, but in either case, the public is reliant on third parties providing servers to connect to. For this reason, most games which use dedicated servers also provideListen server
Listen servers run in the same process as a game client. They otherwise function like dedicated servers, but typically have the disadvantage of having to communicate with remote players over the residential internet connection of the hosting player. Performance is also reduced by the simple fact that the machine running the server is also generating an output image. Furthermore, listen servers grant anyone playing on them directly a large latency advantage over other players and cease to exist when that player leaves the game. However, listen servers have the advantage of being essentially free and not requiring any special infrastructure or forward planning to set up, which makes them common at LAN parties where latency and bandwidth issues are not a concern. They are also common in console games.Host migration
In a listen server arrangement, "host migration" is a useful feature. Without host migration, if the player that is currently hosting disconnects for any reason (quitting, crashing, lost network connection, etc.), the current server stops functioning and gameplay ends. A host migration feature allows one of the other players to become designated as the new host, so that the game can continue.Peer-to-Peer
In the client/server model outlined elsewhere in this article, clients receive processed data from the server and display it without much thought. In the alternative "peer-to-peer" model there is no server: each "peer" instead receives the raw input streams of each other player and determines the results itself. Peer-to-peer is generally considered obsolete for action games, but it is still common in theListen-peer
Multiple listen servers collectively peer amongst themselves for listen-peer setting. This type of setting avoids the disadvantages of peer-to-peer communications among all clients and is a better alternative to dedicated servers for increased number of clients.Tickrate
The rate at which a game server runs simulation steps is commonly referred to as its "tickrate". A "tick" is a number associated with each simulation step which is broadcast to clients to help them synchronise with the server. There are three reasons to limit the frequency of server simulation steps to a predefined tickrate: to conserve server and client bandwidth, to conserve server CPU time, and to allow clients to be certain of how much time has elapsed between each tick. The last point is important for internet games, as network updates from the server can arrive at different intervals or even an incorrect order.Customization
Servers, particularly those ofSee also
*References
{{DEFAULTSORT:Game Server Multiplayer video games Servers (computing) Video game development Video game platforms