>>365130036
Not really. Made critically bad assumptions on elementary level (didn't take bad network into account, assumed every player will sync with each other and master before next action in game happens), fixing it required rewriting most of the code i had because i had some dumb fuck approach where master is only responsible for a small part of operations, got demotivated midway through refactor.

It was working as long as everyone in the room had perfect network connection, or when i was testing it locally.