For my Java RTS,
I am thinking 4096, even, isn't enough room for the visual game state.
If the server keeps the game state, and sends each client valid vision,
if there are up to thousands of units in very large, 6,8 player games, mostly all of the units may be visible in one scene.
This makes the state byte array complicated.
If the byte array needs 16 bytes per unit, - unit number, x pos( 4 bytes, integer), y pos( 4 bytes, integer) unit type (4 bytes, integer)
How should I be sending the game state to each client, every 200 ms - a senderThread?
That means for 1000's of units, the byte length must be vast?
Do I send game state messages as single messages, like server replies for each receive?
Previous questions have determined I must keep the game state on the server.