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You're on the right track. The gist of the client-server networking model is that a server is that it's a central point of knowledge that clients connect to. A game server typically contains an in-memory world representation, a list of connected players, a game loop (with e.g. player control handler, a physics engine & AI). You'll also need a ...


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The server loop depends on the functionality required by the game. Generally the server is going to be responsible for maintaining an accurate game state because it is usually the authoritative party. So what does this mean for our server loop? The server loop handles new connections from clients, client transmissions, and automated functionality. Let's ...


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Time is a fleeting concept, relative to different observers and mostly illusive. It is up to you to decide how to deal with it. My advice: You should synchronize time between your servers. The easiest way is to use an authoritative time server, so all your machines are in sync with a reliable NTP time source. You should synchronize client time using server ...


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Make the client request the time remaining from the server that handles giving out the token. Then count down from that using the local clock. Also I believe that you could synchronize your servers much better than that and this wouldn't be a problem as long as your app can handle the disagreeing servers. And also probably you shouldn't let a user push a ...


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You should store all the state and place all the logic on the server (never trust any data coming from the client!). In my opinion the best way to do it would be keep track of when User1 ends its turn, and in that moment send a push notification to User2. Then, whenever User2 opens the app, to retrieve the current game info it will need to send a request to ...



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