Comments (1)
I use notifications to synchronise the boards. It does have a delay of 5 seconds, because the interval between two checks of the inbox for new notifications is set to 5 seconds.
You could set up a websocket connection between two running applications, but you will need to let others know that a user is online (which you could do via notifications again). The question is, however, if in this case the increased number of notifications, as people switch between games often maybe, is justified.
In the case you would be dealing with like an FPS, RTS, MMO, then yes websockets would be better I think, considering that there is a lot more data shared among the players.
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Related Issues (20)
- Use table to show join requests
- Use table to show games to continue
- Add Github link to index.html
- Update screencast
- Check to use acl-check
- Add tests with a local instance of NSS
- Write blog post about centralization vs decentralization
- Add fontawesome credits for the favicon and background image
- Clean up WebRTC channels when ending real time game
- Quit real time game when browser window is closed
- Catch error when unable to join real time game
- Send notification if initiator stops setting up real time game
- Update ontologies used for WebRTC messages HOT 2
- Get preferred STUN server from WebID
- Find ontology to describe STUN server preferences
- Check if everything still works with NSS 5
- Can't choose figure after getting the pawn to the other side of the board
- PATCH http result 201 should be accepted as valid HOT 1
- update to DPoP authentication. Legacy being deprecated.
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