>>348874494
RequestSerialization() and ownership changes are my entire communication, since calling network events is not really solving this problem in any meaningful way. Both of those things are not happening instantly, so i cannot be sure if it happened whenever i'm doing anything on either side unless i'm in OnDeserialization() method (and even then, who knows how long ago it was executed, maybe there's a huge lag?). It's not that serialization is not happening, the problem is something like:
>i have "server" base with its owner and "clients"
>every now and then, base owner makes changes in base, requests serialization, later users receive it and perform actions based on whatever they see in base object that just got updated for them
>base owner is also sometimes making changes in player's terminals: he takes ownership over them, makes changes that have to be done by game master, and then players take them back on deserialization
>i cannot be sure about order of deserializations, maybe player will deserialize base before his terminal, maybe after, but that's the minor issue though it's also one i'll be solving while taking on main one hopefully
>anyway, now user can perform action, but this is a client-sided check, and if he has old info on what happens in game base, he'll be able to perform operation anyway, possibly wrong operation based on wrong data because he didn't got all serializations yet, you wouldn't know
>for example, if some laggy user performs two operations very fast, he could send two requests and one of them would overwrite whatever master has in "client object", with old info
>could of course add a client-side delay here, but it's kind of a shit workaround since you never really know if someone has 500ms ping or just had a 5s lag, but now he's back and ready for action, not addding 5s delays here
example incoming

>>348867513
>welcome to computer science
i'm a software dev with years of experience
[spoiler];_;[/spoiler]
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