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You could use Akka to manage all the concurrency and thread management for you. Or you could use the Play Framework that already builds on Akka and that supports WebSocket quite nicely. With Play you can choose between Java and Scala on the server side.


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Per a comment to the above question State Syncing seems to be the way to go. Saves me updating every frame.


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You must include read it as an ErrorMessage from the UnityEngine.Networking.NetworkSystem namespace. netMsg.ReadMessage<ErrorMessage>(); http://forum.unity3d.com/threads/error-handling-in-unet.346525/ Note: It is amazing how fast you can find an answer AFTER posting to stackexchange.


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Your intuition about #1 is correct: don't trust client timestamps. Even without cheating, timestamps can be wildly wrong. Best approach is to ping, and divide the ping time by two. The lag may be asymmetric, but there's no way to verify that from the server. If you already have a persistent connection (TCP), that channel is fine. For just a ping, a no-setup ...


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You are finding the cross hair to set the origin and orientation of the rocket. Then let the server track the rocket from there and inform the clients if anything affects the trajectory from what the clients logic can accurately estimate. Then inform the clients if/when it explodes. This might not mean that clients see it from exactly where it is, but ...


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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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The server should send a new information to the clients only if there was a change in behaviour in one of those clients (input from a player) - and then only send the information about the change. So to extend your example (this might include lot of stuff that is obvious to you, but just for the clarity...): Player connects to the server: - Server looks up ...



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