Keep a late health message from overwriting a newer one
Messages can arrive in the wrong order, so a player is healed, then an old message says they are hurt again and the health bar jumps back. This entry shows how to tell which message is newer, including when the counter that numbers them runs out and starts over.
Why this works
The order messages arrive in is not the order they were sent in. Numbering each change and keeping only newer ones means a late message cannot overwrite the truth, and counting in a circle keeps the numbers working after the counter starts over.
When not to use it
Skip it when messages travel in a guaranteed order on a single channel, so none can overtake another, or when you send the full picture so often that a late one is replaced within moments. The numbering is just extra work then.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 14 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Keep a late health message from overwriting a newer one" (read_entry ignore-old-health-updates-with-wraparound-counter) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP