Re: Online game in bgt!

You will probably end up using Enet, though, when all is said and done.  Other languages may provide better networking, but TCP is really bad for realtime online stuff.
And lag is hard.  Lag is the reason we don't all have online games.  If you aren't using reliable packet transmission, you can assume all clients are 250 milliseconds behind the server minimum.  They may not be, but be conservative because many will be.  If you are using TCP, double this, at least from the server's perspective.  Other forms of reliable packet transmission may or may not run faster in terms of when the client and server can see state.
If you are not making an FPS, it's manageable.  Card games are fine.  SoundRTS is fine.  As soon as you say FPS, you need to start thinking about it though.  There are many solutions to it.  One simple one is the one Quake 3 uses.  This page is in English, and I do not know where to find translations or if such even exist.
Unfortunately, though, higher level wrappers are nearly impossible.  This is something where most games write their own because there's not really one model that works universally.  Your higher level networking stuff usually speaks a specific protocol or looks like twisted or Node.js, both of which are useful but decidedly not small or quick projects.  The one BGT is providing is already a higher level than most games work at.  The only thing that can be said here I think is that queues of messages are common: separate the networking into a thread and have it send deserialized messages on a to-be-processed queue and take deserialized messages for serialization and broadcasting on an outgoing queue.  But even this is not universal, and it may not even be particularly common.

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