Events sent after a phone was offline arrive in the wrong order
A phone that played on a train sends its log all at once later, so the order of arrival tells you nothing about the order of play. This entry shows what to put on every event, how to line them up again and how to spot holes.
Why this works
Arrival time records when the server heard something, not when the player did it. A running number added by the phone itself survives delays, retries and wrong clocks, because it only ever counts forwards, so the order of play can be rebuilt afterwards.
When not to use it
It is overkill for a game that is always online and sends each event at once, where the order of arrival is the order of play. It also cannot recover events that never left the phone. For those, send a short summary at the end of each session.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 43 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Events sent after a phone was offline arrive in the wrong order" (read_entry offline-events-order-by-device-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