Sharing `Events<T>` between `World`s
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
- 4.8k
- Avg merge
- 3d 16h
- Merged PRs (30d)
- 171
Description
## What problem does this solve or what need does it fill?
There are many cases where `World`s need to share `Events`.
Examples:
- sending events to another world to process them, then recover the result
- sending events across network ( from @alice-i-cecile )
## Proposed solutions
### Solution 1
Add `Clone` trait to `Events`.
Pros:
- Easy to implement
Cons:
- Cloned resource won't send events properly
### Solution 2
Use some sort of MPSC to send & receive events with thread-safety.
Pros:
- Easy to implement
Cons:
- Would need to be implemented in `Events` or would require a custom `ThreadSafeEvents`
- Has low performance
Contributor guide
Research direction
The issue names no file, test, or entry point. First resolve whether Events should be cloned or transferred through an MPSC, then define the chosen scope; done means events can be sent between Worlds and the result recovered, including the network case if it is included.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- distributed-systems, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100