Hi all,

This is a fairly lengthy email, so I apologize in advance.

I am relatively new to ENet. I have integrated it in my game engine and have 
successfully written a game which is working perfectly. It is one of those 
finger twitching action games where speed is of the utmost importance and delay 
is the most evil thing in the world. The way I do it is to keep sending the 
entire state for a player to the other party unreliably. The other client then 
works out the events that "must" have occured by looking at the differences 
between the last known state and the new one. This is far from a perfect 
solution as it neither scales well nor provides for very readable code. Here's 
a summary of how I'm handling things:

The game is a shooter where you run a round on a 1d grid firing rocks at your 
oponent's palace. When a rock hits a square on the other side it'll quickly 
begin piercing its way through until that section of the wall crumbles. During 
that time, the other player may use their hammer to defend the section.

I wrote an internal layout description for myself before I started coding, 
which I then followed to ensure proper handling of all possible situations.

---Start of Internal Description---
The way in which this game communicates over the network is fairly simple. The 
two players have a direct connection established between one another, and they 
send out their player state roughly 30 times a second. This player state 
contains the current x position, the current throwing position which is -1 if 
nothing is being thrown, and then a list of all the squares on that player's 
side. For each square, two values are stored. The first is the current 
resistance which is 20 on max, and 0 if the square is destroyed. The second one 
is crumbling speed which is 0 if the square is not currently crumbling, and a 
value in milliseconds otherwise. This value is used to measure if two or more 
rocks have been thrown on the same square.

When a new state is received from the remote player, we have to analyse this 
information in order to determine what changes that have occured and if we need 
to take any action.

If a new x position is received, we simply move the player's local variable to 
this square and play a footstep sound.

If the new throwing position is different from our old one, we can take a few 
actions depending on its value:

1. If the new one is greater than -1 and the old one is -1, the remote player 
threw a rock at us. we play the throwing sound in the appropriate location, but 
take no other action.

2. If the new one is -1 and the old one is greater than -1, we can assume that 
the remote player hit us and start the crumbling sequence for that square on 
our end. Naturally if our square is already crumbled, the remote player will 
not get any hit notifications from us. 

3. If they both are greater than -1, we can assume that the remote player hit 
us and so we activate that sequence as above. We can also assume that the 
remote player made a new throwing attempt in another location and that we 
didn't see the -1 state that came prior to it probably because of lag, and so 
we play another throwing sound in the new location.

After this, we go on to scan the game board and do the following for each 
square:

If the new resistance is greater than the old one, the remote player hammered 
and so we play that sound.

If the new resistance is lower than the old one, we can take four actions.


1. If the new resistance is 0 and the old resistance is greater than 0, the 
square just broke so we play the appropriate sound and forget about it.

2. If the old crumbling speed is the same as the new one, this was a normal 
crumbling step and so we play the appropriate sound.

3. If the old crumbling speed is 0 and the new one is greater than 0, this was 
a new hit so we react accordingly.

4. If the old one is greater than the new one and the new one is greater than 
0, this was a new hit on the same square.
---End of Internal Description---

I realize that this is a lot of very game specific information, and that's 
exactly my point. This all seems like a very dirty hack to me, and I was 
wondering if any of you can suggest a better and more scalable way of doing 
this while still keeping latency to an absolute minimum?

Thanks in advance for any help!

Kind regards,

Philip Bennefall
P.S. I should perhaps mention that this is a game for the blind; entirely based 
on sound, which is why sounds are mentioned all over the place rather than 
graphics.
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