Hello
I'm using TNet in an application designed for fairly large player populations (aiming for by default a max of 128 players per server, but server hosts can change this value).
One thing I want to add is interest management. With a 10km world, a hundred players scattered across the world, player-made structures, loot chests, monsters, and more, doing it "the naive" way (zero interest management, player gets messages for everything in the entire world) is probably not going to cut it.
So on a conceptual level, when an object enters a client's area of interest, the server sends a Create message for that object and additionally any buffered RFCs. When an object leaves a client's area of interest, the client destroys that object. The server only sends RFCs of an object to a player if that object is in their area of interest. (going to skip how the actual checks are performed for the sake of argument - doesn't really matter, will probably use quad trees though)
Question is, can I accomplish this without touching core TNet code, or should I modify TNet for my needs?
(by the way, when I refer to the server I mean a "game server" which is just a special build of my game that spins up a TNet Server and immediately joins as the host)