An article explaining how the server keeps track of the latency of all connected players in Phaser Quest.

Article by Richard Davey. Posted on 14th Apr 2017.   @photonstorm


This is a new tutorial from Jerome Renaux, written as a result of his work on Phaser Quest: "In this article, I’ll explain how the server of Phaser Quest keeps track of the latency of all connected player throughout the game. Latency is the time it takes for a data packet to travel between the game server and a client. Each client connected to a server may have a different latency, based on multiple factors. Information needs to travel through physical wires to go from the server machine to the client’s computer, or vice versa. Although information on the internet can travel at a speed close to the speed of light, it still takes time. A common and normal latency is about 20ms when interacting with a machine not too far geographically. But if one of your players has a bad or congested connection, the latency may increase a lot, leading to the familiar phenomenon of lag."

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