Sync and bandwidth tracking issue

  • Create diagnostics for tracking bandwidth contribution of each type of message with counts, uncompressed size, and estimated compressed size.
  • Selective outcome transmission (#990)
  • Limit block updates to in range clients (#382)
  • Only send inventory changes instead of the whole inventory (#961)
    • Potentially, we could develop an abstraction for doing this type of partial sync for multiple components, e.g. character states
  • Don't send the inventories of other entities (#960)
  • Don't send empty update messages? (#47 (closed))
  • Extra component removal messages (#911)
  • Sync specific info for out of range group members (#856)
  • On startup players without a position don't have certain things synced properly (#555 (closed))
  • Consider implications of stealth on syncing
Edited by Imbris