Hi, my chess application needs time handling.
As a general rule, all game related timing decisions are done on the server. For example, when a move is made, the move's time is determined and stored on the server. However, the client should have some visual feeling of a "running" clock, i. e. a clock that is update every second. How can I realize this? I need help especially for these questions: - How do I realize the running clock? Do I have to a timer every second, update the display and create a new timer? - As a starting point, the client receives some initial time value, e. g. when a game is loaded, the client receives the information that black has already spent 01:00 (1 hour). However, there is a little gap due to the RPC processing time. First, the server sends back the information "1 hour" to the client. Then, the client starts counting "01:01", "01:02", and so on. However, when the client starts counting, the time may already be at "01:03", depending on the bandwidth of the internet connection. Can one do something about this? Thanks! Magnus -- You received this message because you are subscribed to the Google Groups "Google Web Toolkit" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/google-web-toolkit?hl=en.
