Just have the server send the clear message at the same time to all clients. Assuming it sends all the messages in the same order to everyone, then there will be no problem. Don't even put any kind of timer on the client side, have the server time it.
eg: A = client A B = client B S = server A->S (drawing #1) S->A (drawing #1) S->B (drawing #1) B->S (drawing #2) S->A (drawing #2) S->B (drawing #2) S->A (clear screen now) S->B (clear screen now) A->S (drawing #3) S->A (drawing #3) S->B (drawing #3) Then you don't have to worry about timing, as long as the messages get sent in the same order. On 8/8/07, Mick G <[EMAIL PROTECTED]> wrote: > > It doesn't have to be constant perfect timing. > > Basically it more of a casual multi-user scribble-pad. I only need > synchronization to automatically clear the canvas every 5 minutes. That's > the only thing that needs to be in sync and it can have a second > inaccuracy > but not much more. > > It's working OK now when I get the server time and just make it do the > canvas clear on exactly every 3rd minute, there's just about a 2-3 second > difference and I'm hoping to get that a little more accurate somehow. > > > On 8/8/07, Joshua Sera <[EMAIL PROTECTED]> wrote: > > > > Are you trying to do a real-time game? Because I've > > been playing around with real-time games with Flash > > and Java myself in the last month or so, and so far, > > my conclusion is that it's not workable. > > > > The big reason being that Flash can't handle UDP > > packets. TCP/IP is just way too slow to deal with > > real-time updates, even if you do have a ton of > > bandwidth, because of how many packets get dropped, > > and TCP/IP's guarantee that packets arrive in order. > > UDP is connectionless, and has no control of when, or > > if the packet arrives, meaning less overhead, and less > > latency. > > > > There are 3rd party projectors that have UDP > > functionality, but then you have to worry about > > firewalls. > > > > To get past the firewalls, you can use UDP hole > > punching, but that requires a level of control over > > the packet that none of the projector apps offer, so > > basically, if you want to do anything real-time, do it > > in C++, or Java. > > > > --- Mick G <[EMAIL PROTECTED]> wrote: > > > > > I'm after a little theory here from people who have > > > created multi-player > > > games before. > > > > > > I have a java socket-server in place and all the > > > functionality of the game > > > working fine. I just need a way to synchronize the > > > game (as best as I can). > > > > > > What I'm trying to do is restart a new game every 3 > > > minutes. I have a way > > > to get the server-time from the java socket server > > > as a way of getting a > > > constant time, but there is an inconsistency in when > > > this time is received > > > (sometimes it takes half a second or even a second > > > from when it leaves the > > > server to when it hits the client. This causes a > > > difference at times of up > > > to 2 seconds for different users. > > > > > > Any suggestions on how to handle this? > > > _______________________________________________ > > > [email protected] > > > To change your subscription options or search the > > > archive: > > > > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > > > > > Brought to you by Fig Leaf Software > > > Premier Authorized Adobe Consulting and Training > > > http://www.figleaf.com > > > http://training.figleaf.com > > > > > > > > > > > > > > ____________________________________________________________________________________ > > Shape Yahoo! in your own image. Join our Network Research Panel today! > > http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7 > > > > > > _______________________________________________ > > [email protected] > > To change your subscription options or search the archive: > > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > > > Brought to you by Fig Leaf Software > > Premier Authorized Adobe Consulting and Training > > http://www.figleaf.com > > http://training.figleaf.com > > > _______________________________________________ > [email protected] > To change your subscription options or search the archive: > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > > Brought to you by Fig Leaf Software > Premier Authorized Adobe Consulting and Training > http://www.figleaf.com > http://training.figleaf.com > _______________________________________________ [email protected] To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com

