RTS client unit selections are stored best where?

For my RTS..
I am storing the units that my player-client selects on the client and adding which units are selected to the action encoding message to the server.
However, I can make it optimal, so that each time a unit is selected or deselected, the server is informed, so knows what is selected by each client, so ctrl-clicking groupings is simple and units associated with an activity is simple too if the server knows what units have been selected.
It is always either a grouping or a selection that is moved. If hundreds of units are selected, possible, the byte[] would be huge.
Is this what pro RTS's do?

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Passing the selecting of units in a group to the server seems perfectly reasonable.

This is worth doing if movements are common and selecting groups is less common because it's less total data to transmit to and from the server.

For n units in the group making k moves before the group changes the total data is:
O(n) + O(k)   // Send group O(n) and then send the k moves O(k)
if you send the group information.

If you don't send the group information the total data is:
O(k*n)   // Each move needs the list of units to move

For most RTS's that's exactly the situation - you might form a group once and then issue a dozen unique movement commands to it.  So this is a good plan.


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