For the game I’m writing, I have a 2D tilemap where each tile stores a list of properties (claimer ID, timeout period, etc.) and I’m wondering what the best method is to synchronize this over the network.
Each tile can potentially update at any point in the game, so obviously I don’t want to send the entire tilemap whenever this happens, just the tiles that have changed.
If I do a thing where I have an object that implements Serializable
and it writes the entire tilemap using the Load() and Save() methods, will the network code be smart enough to generate a good diff from that? Or will it just send the entire tilemap?