   Multiplayer racing results problem
  I'm developing multiplayer mode to a racing game, and I've run into a problem with the results of the race.The results system works the way that when a player finishes the race, the game sends a message with the race time to all the other network players.When testing the multiplayer mode with my friend over the Internet, I've noticed that when I cross the finish line relatively close behind my friend, the results are not right. I should be second, but for some reason, I'm first! My friend's race time has been 500-700 ms longer than mine, and he has a lot faster computer than I have. I think the race time error is caused by the timing inaccuracies (time measured on two computers) but I don't know what to do to them.I'm using timeGetTime for timing, and timeBeginPeriod-timeEndPeriod pair is used with a value of 1. The frame rate is limited to 60 fps. I should also mention that I've been the host, and I haven't tested the other way (my friend being the host).What would be the best solution to this problem?   
  You need to either A, make sure both computers are always synchronized, which is pretty impossible without a fixed time step; or B, have the host correct the other player's timing periodically.   