@JiyaMittal86259 Exactly. Sometimes solving the right problem matters more than building the perfect solution. How do you usually figure out what users are actually struggling with?
@ijanvi_gupta01 Multiple dropped packets are handled the same way any sequence gap triggers a fresh snapshot, so we don’t try to replay every missed packet.
15KB per turn over WebSockets was choking multiplayer on 3G.
Switched to delta updates + sequence IDs:
15KB → 180B
320ms → 35ms
Dropped packets trigger a snapshot only when needed.
Good systems run on bad internet 🤷
#WebSockets#Performance
@ayush17mahanta Right now we keep the pause subtle — just briefly disable input and show a small “Syncing…” state. The goal is to recover without making the connection issue feel disruptive to the player.
@stainedbyherrr We keep a small buffer for incoming deltas and check the sequence ID. If there’s a gap, we pause applying updates and request a snapshot rather than trying to guess the missing state.