Count a timed answer as in time when it left before the deadline
A character asks for a decision within a few seconds, a player taps in time, and the answer is refused because the network took its time. Here is how to judge when the answer was given, without letting players buy extra time with a bad connection.
Why this works
A deadline is about when the player decided, not when the message happened to arrive. Crediting the travel time that the server measured itself is fair to far-away players, and a limit on that credit stops anyone from turning a slow connection into extra thinking time.
When not to use it
Skip it when the answer is a race of reflexes, where milliseconds decide who wins: there any credit favours the slow line. Also skip it when the timer is only a mood and no answer is ever refused.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 17 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 "Count a timed answer as in time when it left before the deadline" (read_entry online-answer-timer-and-network-delay) 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