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Glossary

Multiplayer hosting glossary

Short definitions of the terms used on this site, in plain English. In NetCraftGames, the owner is the game developer who is our customer, and players are the owner's customers.

By Charging Bull SoftwareLast updated:

Terms

Owner
In NetCraftGames, the game developer or studio that is our customer. The owner submits the game and manages it. The owner's customers are players.
Player
Someone who plays an owner's game. Players connect to the owner's server using a connection configuration.
Dedicated server
A game server process that runs on its own machine with no player at its screen, and that all players connect to. Contrast with a listen server, where one player's game also acts as the server.
Listen server
A multiplayer setup where one player's game instance is also the server. NetCraftGames does not host listen servers.
Headless
Running without a window, graphics or audio device. Godot uses the --headless argument and Unity uses a Dedicated Server build or -batchmode -nographics.
Linux x64
Linux on 64-bit x86 processors, also called x86-64. The only server platform NetCraftGames hosts.
Authoritative server
A server that decides what really happened in the game, so clients cannot simply declare their own results. The basis of fair play.
Transport
The network layer a game uses to send data: for example UDP, TCP, WebSocket or WebRTC.
UDP
A network protocol that sends independent packets with no guaranteed delivery or order. Fast games use it because a lost packet does not delay newer ones.
TCP
A network protocol that delivers data reliably and in order. A lost packet delays the data behind it.
WebSocket
A browser-supported connection that runs over TCP and lets a page and a server exchange messages both ways.
WSS
WebSocket over TLS, written wss://. A page served over HTTPS may only open WSS connections.
TLS termination
Ending the encrypted connection at a gateway, so the server behind it can speak plain WebSocket. NetCraftGames' gateway terminates TLS for browser games.
Gateway
The NetCraftGames service that accepts players' wss connections, checks the browser origin and forwards frames to the game server.
wsPath
A setting in the manifest that names the path your WebSocket server answers at, such as /ws. You fix it when you release, and nothing a player sends can change it. See the Node guide.
Launcher
The small start script, named server, that ncg pack writes for a Node or Python project. It starts your code with the server's Node or Python, and the manifest's command points at it.
Origin
The scheme, host and port of the website a browser page was loaded from. The gateway allows only the exact origins an owner lists.
WebRTC
A browser technology for direct peer-to-peer connections, including data channels that can be unreliable and unordered.
Signaling
The exchange of offers, answers and ICE candidates that peers use to set up a WebRTC connection. It carries no game data.
ICE
Interactive Connectivity Establishment, the process that tries to find a working network path between two peers, using STUN and TURN.
STUN
A protocol that tells a client its public address and what kind of NAT it is behind. It does not relay data.
TURN
A relay server that carries traffic between peers when a direct connection is impossible. NetCraftGames does not offer TURN yet.
NAT
Network address translation, the router feature that lets many devices share one public address. Symmetric NATs often block direct peer connections.
ENet
A reliable UDP networking library. Godot's ENetMultiplayerPeer uses it.
KCP
A UDP-based reliable transport. It is the default transport in Mirror, typically on port 7777.
Mirror
An open source networking library for Unity, with swappable transports such as KCP, Telepathy and SimpleWeb.
Netcode for GameObjects (NGO)
Unity's networking library for GameObjects. It uses the Unity Transport package, which runs over UDP.
Replication
How Unreal Engine copies game state from the server to clients.
Manifest
The deployment file that tells the host how to start and check your server: engine, transport, command, ports, probes, save path and shutdown. See the config guide.
Connection config
What a player's client needs to reach the server: address, port, protocol, TLS and version, produced as a schema-checked JSON document that never contains secrets.
Health probe
A declared check, over TCP, HTTP or UDP, that proves the server process is alive.
Join probe
A game-level exchange with a known reply that proves a player could actually join, not just that a port is open.
Player probe
A loopback endpoint returning a bounded player count as JSON, used for idle shutdown.
Idle shutdown
Saving and stopping a server after ten continuous minutes with zero reported players, so empty servers do not use hours.
Standard profile
A 2 vCPU, 4 GiB server that uses one plan hour per hour.
Large profile
A 4 vCPU, 8 GiB server that uses two plan hours per hour.
Weighted server hour
One hour of a running, verified-ready server multiplied by the profile's weight. Plans are measured in these.
Egress
Data sent from the server out to the internet, which clouds usually charge for and plans cap.
Checkpoint
A saved snapshot of a server's state taken during shutdown, verified before the machine is destroyed.
Protection hold
A visible state where a machine is kept because a save or shutdown failed, instead of being deleted.
Launch gate
A required check, with dated live evidence, that must pass before NetCraftGames accepts customers or provisions servers.
llms.txt
A Markdown file at a site's root that tells AI systems what the site is and where its best pages are.
MCP
Model Context Protocol, a standard way for AI assistants to call tools. NetCraftGames has a local MCP server for its owner API, not yet published.