Fast Multiplayer?

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a timestamp is time in millisecs -- the problem is to determine the offset between the clocks on 2 computers so that, after adjustment, they are running on as close to the same clock as possible, preferably within 2 or 3 milisecs of each other

server.time = client.time + adjustment

then the client timestamps every packet (4 bytes of overhead) with time+adjustment, then the server had no problem figuring when in its time the packet was sent

on recieve packets, clients do timestamp-adjustment to change the timestamp to their local clock