Re:How to build undo/redo in a multiplayer environment by Li...
by pphysch on Thursday June 09, 2022 @07:12PM
(#31688148)
> In a multiplayer command-based undo/redo system, we can also solve [intermediary commands] by pausing and resuming the history stack at the right time.
Suppose that instead of managing the overall state of the history stack, you gave each command a unique ID and allowed commands to be updated/overwritten as they develop? Apart from a few bytes of memory overhead per command, what am I missing?
Suppose that instead of managing the overall state of the history stack, you gave each command a unique ID and allowed commands to be updated/overwritten as they develop? Apart from a few bytes of memory overhead per command, what am I missing?