Every time we add a new game field, we have to update across ClientGame, ClientNetwork, NetworkData, ServerNetwork, ServerGame...
Pain.
Fix:
An easy fix would be to reuse the ServerToClientPacket struct (or give it a better name, plz) that holds all sync-able game data and use it across ClientGame, ServerGame, and network.
Problem:
Every time we add a new game field, we have to update across ClientGame, ClientNetwork, NetworkData, ServerNetwork, ServerGame...
Pain.
Fix:
An easy fix would be to reuse the
ServerToClientPacket
struct (or give it a better name, plz) that holds all sync-able game data and use it across ClientGame, ServerGame, and network.