One might also wish to consider a "pull" model, in which clients explicitly
request information they need from the server. A client could ask for an
object's health, given its ID; or for the current ids and positions of
monsters in a particular small geographical area (which the server would
look up using interval trees).


On Wed, Nov 13, 2013 at 1:46 PM, Phlex <ph...@telenet.be> wrote:

> Instead of making changes to your data structure, then creating an event,
> you could :
> -create a modification command as a data structure {:type :move
> :character-id 12 :move-to {some coords..}}
> -apply it to your data structure (each and every modification to the data
> structure would have to be done via those commands)
> -send it to the client as an event (some filtering might be in order)
>
> This way you have a clear way to channel all your commands to your world,
> a clean separation between command, world and client. A clean interface to
> your world and finally a clean wire protocol  ! (and easy logging, replay
> from save point etc...)
>
> Sacha
>
>
>
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