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?