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Up Topic Game lags only for laggy clients?

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In Response to PeterW
Well, that's what asynchronous mode is. Its weaknesses are well known - somebody has to decide who's "laggy". That pretty much makes it a no-go for league games, unless we have a dedicated server.

Edit: Something that we could act on would be the known problems with packet losses (aka WLAN). That would mean reimplementing my rather naive guaranteed-delivery UDP network layer (C4NetIOUDP). Good exercise if somebody wants to implement a low-level network protocol. On the other hand, it's a shot into the dark really - we have no hard data whatsoever whether it will make a noticeable difference.

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