Times in multiplayer
Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
Times in multiplayer
What determines the times shown for turn updates in multiplayer? Even my own entries are out of sych by several hours with my (gmt) profile time.
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batesmotel
- Field of Glory Moderator

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Tim-Pelican
- Private First Class - Wehrmacht Inf

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maximvs
- Staff Sergeant - Kavallerie

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I have noticed the same. I'm in the UK and even when playing against other players in the UK the times are out by some hours.
I think it's because Slitherine actually only exits in a parallel universe. Fortunately, that universe is quite similar to ours, with one of the differences being that they are five hours ahead. This also explains why they are so uniquely responsive to their customers in a way that no other software company in our universe is!
I think it's because Slitherine actually only exits in a parallel universe. Fortunately, that universe is quite similar to ours, with one of the differences being that they are five hours ahead. This also explains why they are so uniquely responsive to their customers in a way that no other software company in our universe is!
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CheerfullyInsane
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It doesn't.batesmotel wrote:I think it uses local time on your PC, at least for your turns. While I haven't watched them closely, my impression is that the times for my turns (and to a less certain level) and my opponents have been displayed in the time zone I have set for my PC.
Chris
I'm fairly sure it uses the servertime, which is EST (or GMT-5).
Makes sense when you think about it. If all games used the local time for every player no matter what timezone, you'd have turns getting played 5 hours before the opponent sent his turn.
Field of Glory, Star Trek Style
Not that it matters anyway.
Ever since installing the SysTrayTool I've never taken notice of when the last turn was posted.
Lars
I've got two words for ya: Math is hard.
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Tim-Pelican
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No, it doesn't make sense, and it wouldn't cause time-warp.CheerfullyInsane wrote: I'm fairly sure it uses the servertime, which is EST (or GMT-5).
Makes sense when you think about it. If all games used the local time for every player no matter what timezone, you'd have turns getting played 5 hours before the opponent sent his turn.
Field of Glory, Star Trek Style![]()
Collect the timestamp and the time-zone from the client, store on the server in UTC, display on the other player's client in their local time-zone. This is standard best-practice for anything network based, you always run, store and calculate in UTC, and adjust for the user's location at the point of display only.
The turn was always taken at one absolute time (including the time-zone) - there really is no need for ambiguity.
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CheerfullyInsane
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Fair enough.Tim-Pelican wrote:No, it doesn't make sense, and it wouldn't cause time-warp.
Collect the timestamp and the time-zone from the client, store on the server in UTC, display on the other player's client in their local time-zone. This is standard best-practice for anything network based, you always run, store and calculate in UTC, and adjust for the user's location at the point of display only.
The turn was always taken at one absolute time (including the time-zone) - there really is no need for ambiguity.
My earlier comment was not exactly a serious one. *LOL*
However, the whole UTC to and fro seems a little bit of an overkill.
Admittedly, I'm not a programmer and know sod-all about networks and their standards.
But seeing as we players can (more or less successfully) calculate the odds of a phalanx attack, it seems that adding/subtracting a few hours from a set standard time surely isn't beyond us.
As long as there actually *is* a standard time being posted, it could be lunar for all I care.
Lars
I've got two words for ya: Math is hard.
