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

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