Networking of a turn-based game
About deterministic propagation model: "It relies on the assumption that processing the actions of a player is deterministic."I am curious in what scenario of online gaming does this assumption fail.I remember that about a decade ago there was a mobile game called Chaos and Order (like dota/League of Legends but was played on apple device). In one game, I heavily outplayed my opponent. After winning the match we added friends and realized that we actually experienced two totally different games - he lost it in my game but won it on his side, and my in-game actions made nonsense in his one. We called it a "ghost".It is just funny to see how crappy the outcome would be if the deterministic propagation fails. Also in context such as system theory where error inevitably happens, the design shall make sure the extent of failure will not go unbounded.