On Wed, Feb 16, 2011 at 9:41 AM, Magnus <alpineblas...@googlemail.com>wrote:

> 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?
>

Isn't this chess clock an elapsed time clock? In other words, the clock
doesn't sync with wall time, or with the server. It doesn't even have to
take time zone into consideration. The server should be recording elapsed
time per client. Why is the network transmission time even an issue?

Cheers,
jec

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