Hi, i have an intresting problem where the read and draw are beeing performed in seperate threads, i end up having updated my own position, but not yet that of the other ships, as a result, on the next update the ships "leap" ahead to the new posion. Avoiding this problem requires the client to know when the server has completed it's transmission of the update. Depending on some vars the server will do something like: updateTorps(); updatePlasmas(); updateStatus(TRUE); updateSelf(FALSE); updatePhasers(); updateShips(); updatePlanets(); updateMessages(); updatePlayerStats(); If the updateSelf would be the last action to be performed it could function also as a "end of update cycle" marker. since it is always sent. The same issue should also occur in COW i think, but i never noticed it. The only synchronize there is on a full frame length read. This would mean that unless SP_YOU and all SP_PLAYER packets arrive in a single frame, the same condition would occur there. Suggest moving updateSelf to last position or remove it all together, there is a secondairy check that fires a SP_YOU when no other data is sent anyway. (seems a bit double.) However i might miss the finer insight about what how this is tackled and would love your opinion. regards Chris /Who will implement the same trick as COW as an excercise anyway :-) -------------- next part -------------- An HTML attachment was scrubbed... URL: http://mailman.us.netrek.org/pipermail/netrek-dev/attachments/20070218/e65261ac/attachment.htm