Thanks for the answer John
#1 Im not sure about one, at least for a RTS point of view. Having the server to send informations about all units (few hundreds units in late game usually) and the simulation result to every player might be too heavy on network bandwith. I know noone still use 56K modem, at least i hope but you still try to minimize as much as possible traffic data in MultiPlayer game. But like i said im not very good at network programming and you have way more experience than me so this might be a good option
#2 seems to me the best guess, not having to code a full mesh RPC, server having to only send “Player orders” instead of the whole simulation and having a deterministic simulation even allow to have a game replay feature, which is always great to have in a RTS.
#3 is good too but considering the modifications to do in the engine itself for a full mesh RPC and my knowledge about network programming this might be a too heavy task for me.
I guess its time to dig in the engine code to see how the networks is really working since you guys are still working on documentation on network
Thanks again for your post John it’s will help to find the best solution