- Home /
Networking: Prevent different versions from communicating
How do you prevent different versions of a game (or even different games) from communicating with each other on a networked game? I mean, if I send an RPC called ApplyDamage, and I use that function on every version (or game), it will be received on any version/game, right?
But what if I don't want the highly unstable version Alpha 0.0.0.0.1 to communicate with 1.0?
Every client can communicate with each other by being connected to a single server. So when the servers of each server are created, unless you give them the same game name (this would be not smart :) ), they won't communicate to each other.
So the problem for different games should not exist.
For different versions of a same game, I don't know, and I'm actually quite interested of an answer :)
I would say that you could for example put something specific to the comment of the server that inform the clients of the version, and allow the clients to connect to a server only if the server has the same version. $$anonymous$$aybe there is another (an easier) possibility ?