just a simple question in terms of a server timer for a multiplayer game.
In the respective Game Mode, I have setup a server time that triggers events like “Round Start”, “Preparation Time”, etc. Each event interfaces to each PC in the level and runs a script. Since this is only happening once each round, I see no problem in that. (Any better way of doing that?)
But the thing is: I want the client UI to properly display the server time so I don’t want to setup individual timers in the corresponding clients’ widgets. So until now, I was running an individual timer event on each client to retrieve the current time from the game mode. Now I am thinking of letting the game mode send the current server time to the client each time it changes: So basically the same setup like mentioned above, but now happening every second.
Is the latter option feasible performance-wise? I mean if the game has 100 players, will the GM catch up with sending the time every second? What if I want the timer to be faster than one second?
What would be the common way of retrieving the server time properly?
Looking forward to hearing your experiences!