Closed HeladoDeBrownie closed 3 years ago
the logging way is very compelling especially if we consider other events such as editing of player sprites. this also would allow clients' local copies of the scene to completely determine what data needs to be sent instead of effectively doing position polling in co_client
on an initial attempt, the logging way has a problem, which is that it's impractical to send every single change over the network, since they all would take a very long time to sort through. there probably needs to be a happy medium between the polling and the meticulous logging
resolved by 75bc1ce809b832afd5f259df0f1f2de7b0fb0ee2 by sending the whole dang scene because it works
using a socket to allow the host player to act the same as the others creates unnecessary indirection and duplication of resources/data. instead,
co_server
should always send all entity positions and movements regardless of where they came from. we can either track a last known position for every entity, or haveScene
proactively call some function or provide a log of movements