Resend an unanswered message without flooding a struggling connection
When an important message gets no answer, sending it again at once and again makes a bad connection worse, and giving up too early drops players for a hiccup. The waiting time between tries should grow, start from the real delay, and not line up for everybody. Here are the numbers and when to stop.
Why this works
A silent line may be slow, not dead, and everyone waiting at once makes it worse. Waiting longer after each failure, and a little differently for each person, gives a struggling connection room to recover instead of burying it.
When not to use it
Skip it for messages that go stale quickly, such as a position that the next update will replace anyway: just send the newest one. Waiting and resending the old one only delivers news nobody needs.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 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 "Resend an unanswered message without flooding a struggling connection" (read_entry online-resend-important-messages-with-backoff) 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