Right now when a player changes state, the server send a new player component to the client. The clinet then updates this player. This causes the players and monsters to snap to their new location. The annimation should happen like to player1 on the client side.
This opens another whole question of, should we send actions from the server to the client and let the client update the player status. This increases the risk of losing sync.
One way around this would be to hash the PlayerComponent on the clinet and player side. Then exchanges hashes all the time, but only exchange the entire PlayerComponent when the hases don't line up.
Difficulty: Hard
Branch Name: io_fix
Depends On: nil
Required for: nil
Related to: null?