The Situation:
I would like to ask what\'s the best logic for synchronizing objects in a multiplayer 1:1 game using BT or a web server. The game has two players, each o
since the bullets on one device may be faster than other
This should not happen if the game has been architected properly.
Most games these days (particularly multiplayer ones) work on ticks - small timeslices. Each system should get the exact same result when it computes what happened during a tick - no "bullets moving faster on one machine than they do on another".
Then it's a much simpler matter of making sure each system gets the same inputs for each player (you'll need to broadcast each player's input to each other player, along with the tick the input was registered during), and making sure that each system calculates ticks at the same rate.
You seem to have started on some good ideas about synchronization, but it's possible there are two problems you are running into that are getting overlapped: the synchronization of game clocks and the sychronization of gamestate.
(1) synchronizing game clocks you need some representation of 'game time' for your game. for a 2 player game it is very reasonable to simply declare one the authority.
so on the authoritative client:
OnUpdate()
gameTime = GetClockTime();
msg.gameTime = gameTime
SendGameTimeMessage(msg);
on the other client might be something like:
OnReceivGameTimeeMessage(msg)
lastGameTimeFromNetwork = msg.gameTime;
lastClockTimeOfGameTimeMessage = GetClockTime();
OnUpdate()
gameTime = lastGameTimeFromNetwork + GetClockTime() - lastClockTimeOfGameTimeMessage;
there are complications like skipping/slipping (ie getting times from over the network that go forward/backward too much) that require further work, but hopefully you get the idea. follow up with another question if you need.
note: this example doesn't differentiate 'ticks' vs 'seconds' nor does is it tied to your network protocol nor the type of device your game is running on (save the requirement 'the device has a local clock').
(2) synchronizing gamestate after you have a consistent game clock, you still need to work out how to consistently simulate and propagate your gamestate. for synchronizing gamestate you have a few choices:
asynchronous
to optimize bandwidth and hide latency, you can often do some local simulation for fields with a high update frequency. example:
drawPosition = lastSyncPostion + (currentTime - lastSyncTime) * lastSyncVelocity
of course you to having to reconcile new information with your simulated version in this case.
synchronous
synchronous with resimulation
from your description, options (1) and (3) seem to fit your problem. again if you have further questions or require more detail, ask a follow up.
for more details check out this post:- Synchronization in multiplayer networked game?