Stop old network messages from overwriting newer ones in my online game
Messages over the internet can arrive out of order, so an old position can land after a new one and throw a player backwards. The obvious fix of comparing numbers breaks once the counter runs round after a long match. Here is the comparison that keeps working, and how to count losses.
Why this works
A counter that wraps is a clock face, not a line. On a clock, the later time is the one a short way forward, so asking which message is a short way ahead keeps working across the wrap where plain bigger-than fails.
When not to use it
Skip it for messages that must all arrive, such as a purchase or an opening door. Dropping a late one would lose it for good, so confirm and resend those. It is also needless when each message carries the whole picture and a late one is harmless.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 15 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 "Stop old network messages from overwriting newer ones in my online game" (read_entry online-ignore-old-packets-after-counter-wraps) 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