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?
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