lundi 1 août 2016

How to handle websocket game status and delays

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...

How to handle websocket game status and delays

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