A Google Wave bug then. Thanks for answering :) I'll file a bug report. On Jan 14, 4:15 pm, Eyal <[email protected]> wrote: > I encountered the same behavior. What I did to work around it was to > send a dummy first key and then the rest of the data, all as one > delta. > > On Jan 14, 5:02 pm, HaiColon <[email protected]> wrote: > > > > > I'm currently writing a multiplayer Match 3 style game for Google Wave > > (Match 3 = If three or more blocks/gems/whatever of the same color are > > aligned horizontally or vertically, those blocks are destroyed, giving > > you points. The blocks above the destroyed blocks fall down and the > > now empty space at the top is filled with new random blocks, giving > > the illusion of an endless supply of new blocks falling down. A game > > move can swap one block with another one that has to be 1 block to the > > left, the right, up, or down of it and the move has to cause the > > destroying of blocks or the move is invalid). > > > With every move made I do a submitDelta, submitting the game move. > > What's happening now is that first, Wave sends the last state that was > > sent through a prior call to submitDelta() (the game move before this > > one) and then it sents the new state that was submitted with > > submitDelta() just now, thus sending every submitDelta() twice. I > > verified with wave.log() that my code only sends one update so I'm > > 99.9% sure that it's not a bug in my code. > > > Is this the intended behavior, or a bug? And if it's intended, why is > > that so? :) I can't really think of any reason why this would be > > intended behavior but I may well be wrong. > > > To circumvent this behavior, I added a timestamp to every submitDelta > > () call and my code checks the timestamp and doesn't apply the changes > > it receives if it already received a state change with this timestamp. > > This seems to be working fine. Here's a video I made just now of the > > game in action with this workaround > > applied:http://www.youtube.com/watch?v=bdrBIW50N4k > > > Also, could someone shed a bit of light onto how Gadget state works > > exactly? From looking at the debug log in Wave, it seems that with > > every submitDelta, everything you ever stored in the gadget state is > > sent over the network, instead of just the parts you just submitted > > with submitDelta. Is this true? For my game this is a bit overkill. I > > have to store a few hundred (maybe thousand) pre-generated random > > colors for new blocks (those that replace destroyed blocks) so that > > every Wave user of the gadget sees the same new blocks in his Wave > > client when blocks are destroyed after a game move. I only need this > > list of colors transferred once every time you open the wave that > > contains the gadget, so sending it only once would suffice. It does > > look like Wave sends this list of random colors with every game move > > though, even if I don't access it with wave.gadgetState().get > > ("randomColors"). I hope I'm wrong about this ^^ > > > Thanks in advance for any information about this. > > > Cheers, > > Chris
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