Latency is a killer. I think I have the code close to decent working order, but all test have been at high latency. I finally got set up where I can atleast test by myself from cell phone connection (14.4k) to my 26k phone connection (Host) at ~1500 latency (Ouch, heh). At that latency, I was having all kinds of creation problems. I put alot of sleeps() in where needed to get past that.
After getting creation working at 1500 latency I found that the client's player entity does not move or fire on his own computer, although he is actually moving and firing on the server's computer. The server's entity is moving on the client though. Oh the joy of multiplayer tweaking.
Bytes Per Second (BPS) is good, usually below 50.
The good news is, if I can get it running with the 26k phone connection as server at 1500 latency, it will run on anything. The bad news is, I doubt that happens. Hopefully, I can figure out at what latency the program fails if I can't get it working at that high latency.
No updates to code uploaded at this time.
Later,
Loco