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Additionally, we should split network communications into reliable/unreliable, so that plugin devs can choose the best option for their use-case. For example, moving a whole building once might be a reliable operation (since you want to make sure everyone has the same state and we don't care about latency. Another example would be avatar motion, where unreliable communication would be preferable due to low latency.
enumReliability{/// Reliable, with potentially high latency (as in TCP)Reliable,/// Unreliable, with low latency (as in UDP)Fast,}
This could be exposed in Messages by modifying the Locality enum to include this information:
enumLocality{Local,Remote(Reliability),}
The Synchronized component would also expose this:
We should eventually use the QUIC protocol to send our network connections.
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