Struggling to keep your multiplayer game state synchronized and cheat-free? Manually validating every client-side action is a tedious and error-prone process that bogs down development. This guide will give you a step-by-step framework to implement Undergrowthgameline Hosted Events, allowing you to offload that complexity to the server and build a rock-solid, authoritative game.
What Are Hosted Events and Why They Matter?
In game development, especially for networked games, ensuring a consistent and fair experience is the ultimate challenge. A Hosted Event is a core feature of the UndergrowthGameLine engine that designates the server as the single source of truth. Instead of a client telling everyone “I scored a point,” it requests the server to run the “scorePoint” event logic.
This architectural shift is crucial for multiplayer synchronization and provides key benefits:
- Server Authority: The server validates and executes all crucial actions, making cheating nearly impossible.
- State Consistency: Every client sees the same game world because all updates are calculated and distributed from one place.
- Simpler Client Code: The client just sends input and renders the state it’s told to, reducing its complexity.
Build Your First Authoritative Game Event

Let’s move from theory to practice by building a “Player Collect Coin” event. This is a fundamental game mechanic you can adapt for any item pickup.
Step 1: Define Your Event on the Server
All server-side logic for Hosted Events is defined in your game’s server initialization code. Here, we create the collectCoin event.
// Server-side code using UndergrowthGameLine
game.hostedEvents.define(‘collectCoin’, (player, coinId) => {
// 1. VALIDATION: Ensure the action is legitimate
const coin = getCoinFromWorld(coinId);
if (!coin || !isPlayerNearCoin(player, coin)) {
// Invalid request; silently fail or log for analysis
return null;
}
// 2. EXECUTION: Apply the authoritative game state change
player.score += 100;
removeCoinFromWorld(coinId);
// 3. BROADCAST: Return the result to all connected clients
return {
eventType: ‘coinCollected’,
playerId: player.id,
coinId: coinId,
newScore: player.score
};
});
Step 2: Trigger the Event from the Client
On the client-side, you don’t modify the game state directly. You request the server to run the hosted event.
// Client-side code (when the local player collides with a coin)
function onCoinCollision(coinId) {
// This triggers the ‘collectCoin’ event on the server
game.triggerHostedEvent(‘collectCoin’, coinId);
}
Step 3: Handle the Broadcasted Result
Finally, all clients (including the one who triggered it) listen for the result and update their visual state accordingly.
// Client-side code to listen for the server’s broadcast
game.network.on(‘coinCollected’, (data) => {
// Find the local player object and update their score
if (player.id === data.playerId) {
player.score = data.newScore;
}
// Remove the coin from the visual game world for everyone
removeCoinVisuals(data.coinId);
});
Implement Robust Validation and Security
The simple validation above is just the start. To build a truly secure system, you must be paranoid.
Validating Player Position and Action State
Never trust the client’s reported position. Always re-check it on the server using its own authoritative game state.
// Advanced server-side validation example
function isPlayerNearCoin(player, coin) {
const serverPlayerPosition = getAuthoritativePlayerPosition(player.id);
const distance = calculateDistance(serverPlayerPosition, coin.position);
return distance < MAX_COLLECTION_RANGE;
}
Preventing Speed Hacks and Teleport Cheats
Implement checks for reasonable movement. If a player triggers an event from two far-apart locations too quickly, you can flag or kick them.
Structuring Your Data Payload for Security
Only send the minimal data necessary in your broadcasts. Don’t send the entire game state; only send what changed (e.g., {score: 110} instead of the whole player object).
Optimize Hosted Events for Real-Time Performance

Frequent networked events can cause lag. Here’s how to keep your game feeling snappy.
Keeping Your Network Payloads Lean
Minimize the size of the data you send in your event broadcasts. Use short, consistent property names and avoid sending redundant or unchanged data.
Debouncing Frequent Events
For actions that can happen rapidly (like rapid-fire weapons), don’t send every single trigger. Bundle them or limit the rate on the client before sending the request to the server.
Using Client-Side Prediction for a Snappy Feel
For non-critical actions like movement, use client-side prediction. The client moves the player immediately and then reconciles with the server’s authoritative position periodically. This is a key technique for reducing perceived input lag.
FAQ’s
Can I use UndergrowthGameLine Hosted Events for single-player games?
Absolutely. While their primary benefit is for multiplayer synchronization, they are an excellent way to structure your game logic cleanly, separating the “game rules” (server) from the “presentation” (client), even in a single-player context.
How do Hosted Events differ from basic RPC (Remote Procedure Calls)?
While conceptually similar, Hosted Events are built with game development in mind. They are often integrated with the engine’s networking stack and game state management, providing a more seamless and optimized workflow than a generic RPC system.
What is the biggest performance bottleneck with Hosted Events?
The most common bottleneck is network bandwidth, not the events themselves. Sending massive payloads or triggering dozens of un-optimized events per second will slow down the game. Focus on the optimization techniques listed above.
Where can I find the official API documentation?
The most reliable source is always the official documentation. You can find the complete reference for Hosted Events and other engine features here: Official UndergrowthGameLine
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