I'm working under this assumption right now...
Player A shoots Player B and sends a message to the server this has
happened.
The server simply echoes "<cmd>SHOT</cmd><data><who>Player
B</who><by>Player A</by></data>" to all connected machines who then can
either deal with the message or ignore it.
My assumption is that it's better to have the client machines do the
parsing and decision making, and leave the server primarily as
broadcast communications hub...?
In my world, you can also bequeath "banana points" to people you like -
should this be broadcast as well, or should the server only send the
notification to the intended recipient (which means it probably has to
take the time to unpack and repack the message)?
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