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Friday, 3. June 2016, 19:35

What is a Client Game?

Quoted from "Kanon"

Hello community,

after the browser-game acta today we will try to explain the client game.

First of all, what's a "client"? In the IT language, the client-server system is a network where a PC or an another terminal connect to benefit a service. This time, the service means a game. The client systems are based on sharing resources.

The "client-game" is a part of the software which is connected to a game server.

This means that the server provides the connections and then send a lot of informations to the client of the game.

When a client connects directly to a database system or a standard application server, this is called second tier architecture.

Currently, the latest generation of PCs are connected to the client with a 3-tier architecture structure that is three-tiered.

Generally architectures for n levels can employ a number of different services, including transitive relations between different application servers that implement business logic, each of which can be used whether or not a shared database system or different one.

The client and the server are connected via a communication protocol through a communication network. The protocol can be clearly noted or encrypted if needed.

In the telecommunications sector, two or more machines or host (computer, phone, printer, etc.) can communicate with each other respecting some rules called network protocols. Adherence to protocols ensures that two machines can communicate properly, even if they were made independently.

When a client and a server begin communicating you can exchange before sending the actual / real data control packets (connection-oriented communication).

These procedures, called handshaking, prepare the two communication components. These procedures are the basis, for example, of TCP. However there may also be services that directly send data without connection and feedback such as UDP.

Most applications, however, it needs to send in a secure and reliable data, and the handshake serves for this task. It is clear therefore how the connection through TCP, for example, be more secure, but also slower because exchanges not only real data,
but also service data. Some examples of client / server systems can be:

• Web server: for the management of interaction between web servers and clients.
• File servers: for file sharing;
• FTP server: for the upload / download file management;
• Database server: for the management of large data sets;
• Groupware: for information management in the working groups;
• Print server: for sharing printers;

We hope you enjoyed this acta. Let us know if you wanna read some topics which you like or are interesting.

Thank you for reading.

Kind Regards,
...Written in English by Kanon (Community Manager of Last Chaos )

Community Manager EN/ES/IT/PL/RU
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