Original Post
[Windows] I was wondering if anyone could take the time to explain to me how a game (or, generally, any windows application) communicates with a server; with 100% interest in the client-side aspect of the process... In other words, a game server needs to update a client to display changed enemy information on the screen; let's say the enemy's "life" value was at 100%, but because of damage inflicted elsewhere (other players, the enemy's ailing health, whatever) he is now at 70%. Let's call this information EndBoss.life; thus, EndBoss.life now is 0.7. The server needs some way (algorithm or protocol) to serialize EndBoss.life and pass it over the network (in this case, it is the Internet; not some local net). When the client machine receives the serialized EndBoss.life: (a) At the machine level, what apparatus "intercepts" the signal? A port? A modem? How does this mechanism relate to the Windows OS? (b) How does "it" (the OS?) know what application to send EndBoss.life to? For example, if Microsoft Word is listening for updates, how do we prevent it from receiving EndBoss.life? (c) How do the running game (the application), Windows, and the "intercepting mechanism" (port or otherwise) all relate and work with each other? (d) At what point does serialized network data get packaged into a Windows MSG struct? This goes for incoming messages received from the "port", as well as outbound messages that are trying to be sent back to the game server. Thanks for any help here, ply