Show dialogue lines in the right order when the network shuffles them
On a bad connection the character's reply can show up before the question, a line can appear twice, or one never arrives and the scene waits forever. Here is the small waiting room that fixes order, drops repeats and gives up on a missing line in time.
Why this works
A story is read in order, so order must come from the sender, not from the arrival time. A running number turns a muddle into a simple question of what comes next, and a time limit keeps one lost line from freezing everything.
When not to use it
Skip it when lines are independent, like a loose chat or ambient shouting, where showing each one at once matters more than order. Also skip it in one-player games, where nothing travels over a network.
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
- 32 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 "Show dialogue lines in the right order when the network shuffles them" (read_entry online-dialogue-lines-arrive-out-of-order) 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