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Detecting when a player enters or leaves the scene's area
A generalized solution could be applied, in which the GlobalAvatarScene, creates the "Player entities" and based on their ID, we replicate the CRDT messages of the GlobalAvatarScene's Entities into all the scenes. Effectively copying the most up to date information about avatars to all scenes.
The biggest question mark is that now all scenes will have a copy of the Player entities, and:
Since all the entities of the scene are serialized for the renderer (but maybe not for networked scenes), should the copies of player entities also be sent to the renderer?
How can we prevent that some scenes create overlapping IDs of entities to prevent conflicts? (Maybe assigning quota IDs at the moment of the creation of the scene?)
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In order to solve the use cases of
A generalized solution could be applied, in which the GlobalAvatarScene, creates the "Player entities" and based on their ID, we replicate the CRDT messages of the GlobalAvatarScene's Entities into all the scenes. Effectively copying the most up to date information about avatars to all scenes.
The biggest question mark is that now all scenes will have a copy of the Player entities, and:
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