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Half-Life and Team Fortress Networking
This session focuses on the ancillary backend network services and client components required to bring a state of the art action game to market in a robust and intuitive fashion. Yahn examines in-game server browsers, online master server design, mod browser design and deployment, auto update, chat clients, authentication, certificates, peer to peer validation, messaging and status infrastructure. This session also discusses the pitfalls awaiting naive solutions to providing these backend services. Single point failure, peering, failover protocols, protocol choice, load balancing, network packet size and transmission frequency and security are discussed as they apply to each component.
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