Sorry, I don't know how to explain well what I mean.
I'm trying to develop e websocket client-server turn based game using b4j + b4a.
Let's say PlayerA does his "move"; this info should be sent to all other players; PlayerC does not receive this info because of delay on his connection but the game continues and PlayerB does his move (also, during the game players who do not have the turn can act in other ways, then sending other informations).
So, even if anyway a player will receive all data in chronological order (I hope!) there will be many problems.
Since I think it would be absurd to send the complete state of the game every time (too much data to send and, moreover, it would not be enough since there are also players' extra-game actions), how to handle this?
[So far I had done everything in the local network, no problem, and I had not thought of this]
Thank you
I'm trying to develop e websocket client-server turn based game using b4j + b4a.
Let's say PlayerA does his "move"; this info should be sent to all other players; PlayerC does not receive this info because of delay on his connection but the game continues and PlayerB does his move (also, during the game players who do not have the turn can act in other ways, then sending other informations).
So, even if anyway a player will receive all data in chronological order (I hope!) there will be many problems.
Since I think it would be absurd to send the complete state of the game every time (too much data to send and, moreover, it would not be enough since there are also players' extra-game actions), how to handle this?
[So far I had done everything in the local network, no problem, and I had not thought of this]
Thank you
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