A late message brings back an old picture or makes an event vanish
Network messages can arrive out of order or twice. If the newest one always wins, a door that opened for a moment is forgotten. If every one is obeyed, players jump back in time. Here is which kinds of news to throw away and which never.
Why this works
A picture of the world goes stale the moment a newer one exists, but a fact about what happened stays true forever. Treating them differently lets you throw away the old and still never lose or double what actually happened.
When not to use it
Not needed when the connection never reorders or loses messages, such as a local game or one reliable channel that already delivers in order. And it is not enough when events depend on each other's order: then you need ordered delivery too.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 35 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 "A late message brings back an old picture or makes an event vanish" (read_entry late-snapshot-dropped-events-kept) 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