Hi, I solved the issue with an array.
Now I have got into a new small issue. When creating a mobile game (actually Facebook Instant game), sometimes when you die in game the game will show you an ad. When the ad is shown, the actual game is paused in the background.
I see two issues with this:
1. If you view the AD for a very long time, you will be suspended from the game in background (I guess it will timeout somehow).(I know I can increase the supsended time.)
What is the best practice here?
2. When you get back to the game (from the Ad), you will have a LOT of queued raised events waiting for you which will all be executed in one go. (Example: All other players send an event every time they shoot a bullet (and for positioning and angles). You have three other players, shooting four bullets/s, and you view an ad for ten seconds: then when you get back you will get 3*4*10 = 120(!) bullets created directly, since all these are queued. Also all messages for all positionings are queued, several hundreds of messages! So I need some way to just exclude the user who just died from getting the events until he gets back into the game again, since he will not really need to get those. and also the queue is an issue on its own..
EDIT: I guess you will use InterestGroups! and exclude him when he "dies" and include him again just before re-spawn? Is this "Best practice"?
Thanks in advance for any tips! :)