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single player client/server, watch other player, chat room #354

@AquariusPower

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@AquariusPower

some scratch thoughts:

basic:
lightweight server (no gfx, sounds etc)
client: renders screen and sounds, send commands and receive results.

chat room:
other than chat, we can watch others playing, the server will receive commands only from one client, but send all the results to everyone watching prioritizing the player

multiplayer one day:
being turn based, everyone has to act in their time, and others will have to wait.
game master (machine/user hosting the server) can skip other player turn (in case of connection problems) or act for him if pre-combined.

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for all that, we would have to isolate the drawing from the game engine,
I guess all the commands that do something like ex.: DOUBLE_BUFFER->Fill(...)

The Fill() would happen in all clients listening to the session.
Like a BitmapBroadcast->Fill(...) I guess ?

I guess it would not be that complex, but may just be a bad guess :)

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