Is there a crate for memory synchronization over network?

I'm looking for a simple crate to manage memory synchronization over network. The idea is to have a master state on a server and a partial client-side replicate with the main following features:

  • clients can subscribe to fields of server state
  • server state update is reflected to subscribed client states (multicast)
  • client state update tries to reflect on server state and revert if denied

These additional features would be nice:

  • server cancels clients subscriptions according to given criteria (quotas, timeout...)
  • client authentication mechanism
  • builtin consensus mechanisms
  • compatibility with webassembly

I looked into networking ecosystem of game engines (Networking | Are we game yet?) but the available documentation did not seem to answer how to address these problems. Any advice on where to look at?

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