Im back here again for some questions:
- Loosnig messages
Developing a tiled based mmorpg. Im now facing an issue where it appears that messages gets lost.
When the player moves in one direction, it sends a move request and the server validates it. Everything ok so far. But if i speed up the player a bit, to move for instance 5-8 tiles each second, it feels like the server drops a message somewhere along the line. The client can appear to be on an a specific tile when in reality it hasent reached that far on the server.
So my question is: what happens if the server cannot keep up with the amount of messages sent from a player?
- Correct way to find ping
Atm im sending a rpc messages each like 5 seconds to calculate the response time. But then was thinking maybe rpc messages uses http, and will result in wrong response time.