Currently Blinks, by design, propagate the latest sleep timer to all of the connected Blinks, so they all agree on the last “game action.” Currently, “game action” is defined as button interaction, but of course, as @BGA points out, that is just one of the possible Blinks game actions
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FWIIW, I have this implemented and working fine. There is a cheap version (costs 10 storage bytes and no extra memory) that only tracks connection events (disconnections have no effect) and a considerable more expensive one (almost 200 bytes of storage and 1 byte of memory). I will try to improve the situation on the expensive version but I wanted to ask: Would only tracking connection events be enough for this?
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And, FWIIW again, this has been implemented and is in the latest release of the custom Blinklib. In the end it cost 28 bytes of storage and 6 bytes of RAM but it is an optional feature so it does not matter much.
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