Sample questions
Game Networking MultiplayerDifficulty 2
In a client-server multiplayer architecture, what is the main structural difference compared to a pure peer-to-peer setup?
- aEvery player's machine sends game state directly to every other player's machine
- bOne machine (the server) is the central hub all players connect through✓
- cThere is no network communication at all between players
- dOnly the fastest player's machine controls the entire match
Explanation:Client-server puts a dedicated hub in the middle: clients talk to the server, and the server relays/authorizes data, instead of every client talking to every other client directly.
Game Networking MultiplayerDifficulty 2
A small 2-player co-op game connects the two players' machines directly to each other with no dedicated server. Which architecture is this?
- aPeer-to-peer✓
- bClient-server
- cDedicated server cluster
- dLoad-balanced microservice mesh
Explanation:Direct machine-to-machine connection without a central authority is the defining trait of a peer-to-peer setup.
Game Networking MultiplayerDifficulty 1
What is a common downside of peer-to-peer architecture for competitive multiplayer games compared to client-server?
- aIt always requires more total players
- bIt removes the need for any network connection
- cCheating is harder to stop without a trusted validator✓
- dIt makes graphics rendering slower
Explanation:Without a central authority, any peer could send manipulated data, making it structurally harder to stop cheating.
Game Networking MultiplayerDifficulty 2
What does 'server-authoritative' mean in a multiplayer game model?
- aThe server only renders graphics for all connected clients
- bEach client decides its own final game outcome and reports the result to others
- cThe server has no copy of the game state, only clients do
- dThe server holds the final, trusted state and validates actions before applying them✓
Explanation:Server-authoritative means the server is the source of truth: it checks and applies actions rather than blindly trusting whatever a client claims happened.
Game Networking MultiplayerDifficulty 3
A player modifies their local client to claim they picked up an item they never actually reached. In a server-authoritative design, what should happen?
- aThe client's claim is trusted and the item is granted immediately
- bThe server checks the player's real position and item state before granting the pickup✓
- cThe item is granted to whichever client reports it first, regardless of position
- dThe server disconnects all players in the match automatically
Explanation:Server-authoritative design means the server independently verifies conditions like position and item availability instead of trusting client-reported outcomes.
Game Networking MultiplayerDifficulty 2
Why do most competitive online shooters use a server-authoritative model instead of trusting each client's own hit detection?
- aTrusting client hit reports lets a modified client claim fake hits✓
- bBecause it makes the game's graphics render faster
- cBecause it removes the need for any internet connection
- dBecause it guarantees zero latency for every player
Explanation:If clients decided their own hits, a cheating client could simply report hits at will; a trusted server checking the actual state prevents that.