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1  Game Development / Networking & Multiplayer / Re: turn-based game - timer problem on: 2006-11-22 12:08:56
Sorry for that. The solution I found usefull is let the server to broadcast within that game when the 30 seconds starts and ends , and have the clients keep a timer locally for display purposes

A sequence could looks like this:

2006 11 21 15 30 00: Server to Client: Player 1 start Turn (Server save the current time. Client use a 30 sec counter just for display)
2006 11 21 15 30 10: Client to Server: Player 1 make a move
2006 11 21 15 30 11: Server to Client: Move permitted.
2006 11 21 15 30 12: Server to Client: Player 2 start Turn (Server save the current time. Client use a 30 sec counter just for display)
2006 11 21 15 31 10: Client to Server: Player 2 make a move
2006 11 21 15 31 11: Server to Client: Move denied.
2  Game Development / Networking & Multiplayer / Re: turn-based game - timer problem on: 2006-11-21 22:52:35
I found the answer myself. Thx anyway
3  Game Development / Networking & Multiplayer / turn-based game - timer problem on: 2006-11-21 17:37:57
Alo

I have a client/server turn-based game where the players (4) on each table have 30 sec to make a move. What is the best design:

Right now I have 3 solution:

1. Timer on client - The timer is activated on the client. And when the time is zero, send a message to the server, which notify the other players.  Problem: What if the current client logout?
2. Timer on server - The server send a message every second to all players at the table. Problem: What if I have many tables (50) running at the same time. 4*50=200 mesages every second just for uptate timers.
3. Timer on client & server. The timer is activated on the client and the server send a mesage every 5 or 10 second to synchronized the timer on the client. Problem: Can't think of anything right now.

Any other solutions?

Thx in advance.
4  Game Development / Networking & Multiplayer / Re: Multiplayer. Message depends on another message on: 2005-12-23 16:12:25
I found out that I was using UDP. Switch to TCP solved the problem
5  Game Development / Networking & Multiplayer / Multiplayer. Message depends on another message on: 2005-12-22 18:10:47
Alo

I have a multiplayer card game. On my client I received 2 message.

message no 1. The player profil
message no 2. List of players

public void getPlayerProfil(GameEvent event) {
...
...
}

public void getPlayerList(GameEvent event) {
...
some code depends on playerProfil
..
}

Sometimes I get the message no.2 first  which is not good. Should I use some kind of locking or is the only way to only received 1 message with playerProfi and playerlist.

Thx in advance
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