Open the door, then close it, but the messages arrive the other way round
Some happenings only make sense in order. If the second one arrives first, a door ends up open that should be closed, or a score is counted before the round started. This entry shows how to hold messages back until the gap is filled, and when to ask again.
Why this works
Some facts only make sense in the order they happened: you cannot close a door that was never opened. Holding back anything that jumped the queue and asking only for what is truly missing keeps the story true without flooding a weak connection.
When not to use it
Wrong for fast-changing values where only the newest matters, like positions. Waiting on a lost old message there only makes everything late; skip it and use the latest picture instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 37 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 "Open the door, then close it, but the messages arrive the other way round" (read_entry ordered-event-gap-buffer) 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