Work on multiplayer continues for this solo-developed project; this update brings multiplayer functionality to a point where it is technically possible to play through a whole match on the client side, though there's still much more to be done. (The host has no issues because it isn't lockstep - yes, I'm crazy - and the host runs the simulation basically the same as a single player match).
A short and non-exhaustive list of remaining multiplayer issues:
-Sporadic issues with map data failing to be sent to clients at match start; apparently need to add a data receipt verification process for this.
-Fighters' positioning is inconsistent across the network and there's currently nothing in place to smooth out the simulation, so currently they teleport frequently. Might need to make them lockstep, if nothing else.
-Network packets are largely unoptimized at this point, for now I'm mostly just making sure the communication works correctly, once everything works I'll do packet batching, etc.
-Right-clicking a target to attack from outside attack range as a client causes fighters to target the unit but cause no damage.
-Client right-clicking to move fighters when they are out of view doesn't seem to work.
-Client units sometimes display an incorrect amount of health.
-Some cases of missing VO or unit sounds for clients.
-Client mechbot construction animations continue even when not building, when the mechbot is at a construction site.
-Client mechbots assisting with construction don't do construction animations.
-Clicking some research buttons as client (such as at the TRF) without having the required resources makes the button disappear and shows the researching notification, even though the research doesn't happen.
-Clients cannot produce assimilation vessels.
-No checks in place for handling unexpected disconnects, and handling of intentional disconnects and pausing aren't working correctly yet.
-No proper handling of loading saved multiplayer matches yet. Technically the host can load a new match while in a multiplayer match currently, but doing so just breaks everything spectacularly for the connected clients.
-Not sure if or how well things like battlestations and specialty defenses are working in multiplayer currently; haven't spent much time on some unit types yet.
-And lots of other things I'm sure, that I've not noticed or gotten to yet, or have momentarily forgotten about.