A player who reconnects sees a world that no longer matches
After a dropout the returning player either misses things that happened meanwhile, or gets flooded with a long replay of all of it. This entry shows how to pick between catching up on what was missed and sending the whole picture at once.
Why this works
Catching up can be done two ways, and which is cheaper depends on how much was missed. A short gap is cheaper to retell, a long one is cheaper to hand over as a fresh picture, so choose each time instead of always using one.
When not to use it
Not needed if the game is small enough to always send the whole world, or if a dropped player simply cannot return and the round carries on without them. Do not build the recorded history for that.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 19 lines of example code with 5 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A player who reconnects sees a world that no longer matches" (read_entry reconnect-resync-replay-or-snapshot) 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