I'm implementing interest management in my server/client based MMO so my message broadcasts are not geometric in the number of players.
I've got this problem that I can't find anywhere in the literature:
Player A is standing still. Player B runs into Player A's interest zone and therefore Player A starts receiving messages about Player B Player B runs out of Player A's interest zone and stops receiving messages. Player A then follows Player B, catches up to the last position he knew Player B was at and sees Player B in the wrong place, but the on the server Player B is not inside Player A's interest zone because he ran way, way off into the distance...
What is the standard way of dealing with this?
try this: when player B runs out of player A's interest zone, Player B's "isonline" flag is set false by the client, and set online again if we receive packets about player B.