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Jun 30, 2022 at 20:35 comment added Decent Dabbler I don't expect any concrete implementation soon, as I'm currently just brainstorming about possible obstacles, but if I do have a concrete solution I will post it here, for sure.
Jun 30, 2022 at 20:32 comment added DMGregory If you solve your problem, be sure to post your solution as an Answer below.
Jun 30, 2022 at 20:31 comment added Decent Dabbler Yeah, good point! You are right of course; I'm way too concerned about unlikely/insignificant what-ifs. Cheers!
Jun 30, 2022 at 20:29 comment added DMGregory If your computer clock drifts by a perceptible amount over the duration of a game round, the spring probably needs winding. 😜
Jun 30, 2022 at 20:17 comment added Decent Dabbler @DMGregory Yeah, that sounds reasonable. I'm more worried about one client's time expiring too soon than about cheating. I thought seasoned game developers on here might argue that client-side is simply not reliable enough, as some client's time might be less accurate and maybe drift. But I don't know how likely that actually is, if at all, especially if I continuously monitor Javascript UTC date on the client-side. So I guess if I do it like you suggested and read up some more on client/server time synchronization on here as well I might find a workable solution.
Jun 30, 2022 at 19:49 comment added DMGregory Why can't the client just count time using its own clock? If you're worried about cheating, just have the server verify the time elapsed since the "round start" message timestamp for that game session when it receives an "I solved the puzzle!" message.
Jun 30, 2022 at 19:36 history edited Decent Dabbler CC BY-SA 4.0
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Jun 30, 2022 at 19:13 history edited Decent Dabbler CC BY-SA 4.0
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S Jun 30, 2022 at 19:04 review First questions
Jul 1, 2022 at 8:41
S Jun 30, 2022 at 19:04 history asked Decent Dabbler CC BY-SA 4.0