Partial state mirroring
kazimuth opened this issue · comments
We gotta send only the visible part of the map from the manager to the client each turn. Also, message arrays should be partially mirrored
Implementation strategies:
- To start, just send the state of all visible units at the beginning of each turn.
- Speedup: send only changed units
- By cloning the state at the start of the turn and checking for changed units at the end of the turn
- By having dirty flags for each unit
The non-map based game state (e.g. research) needs to be replicated in its entirely.
This should ideally be implemented without needing #14 finished first. Make it so that it can be plugged in later.