Hi, I am messing around with godot's enet based high-level multiplayer library.
The idea is to use a gd script server to run a 'world' scene and synchronize with connected peers via synchronizer node. Though I want to make the game support sort of 'drop in and drop out' mode that enables peers to join or exit game in run time, to achieve such feature, I think I will need to actively synchronize all server world objects via enet upon connection.
My game also utilizes a node based ECS plugin, so I think ECS object unique ID inside node/tscn needs to be sent over network.
What's the most reliable way of sending node or tscn over network?Should I stick to the built-in packed types or I should send them using self made pack/unpack functions like the ones used in official bomberman multiplayer demo?
Thanks.