Right now we use a Ping-Pong method mechanism to check if a link is broken and the sides weren't made known, or if client disconnects on purpose we just have on close event, In either case we lack a follow-up method to deal with the disconnect.
Before the link was broken a client must have sent an acknowledgement check, in that case the server game state should save the move number that was previously acknowledged in addition keeping the buffer from the last saved move number responses onward.
A protocol should be initiated to attempt to recover a client or alternatively to allow the client to join back in the game.
[ ] protocol for recovering a client
After that is done the server sends updates accordingly to the client.
Right now we use a Ping-Pong method mechanism to check if a link is broken and the sides weren't made known, or if client disconnects on purpose we just have on close event, In either case we lack a follow-up method to deal with the disconnect.
Before the link was broken a client must have sent an acknowledgement check, in that case the server game state should save the move number that was previously acknowledged in addition keeping the buffer from the last saved move number responses onward.
A protocol should be initiated to attempt to recover a client or alternatively to allow the client to join back in the game.
After that is done the server sends updates accordingly to the client.