Hi Luke,

> The
> server shouldn't be restarted at any point, so the milliseconds will
> overflow. I've been using (the systemDate).seconds on the server
> without any problems (I don't need millisecond accuracy).

Thank you very much for the tip, but in this case I need the milliseconds
accuracy (in fact I get the timeStamp in smus message regularly to get the
difference between my local 'the milliseconds' and the server/movie
timeStamp to have a way to synchronize my movies (it's a pseudo-real-time
game) this way the game clocks of the different players are very well
synchronized. (that's why I fear the timeStamp wraping to break this... but
as games are never more than 5 minutes lenght the messing up will be
minimal)

cheers,
.s�b

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