* Does the server have a tick rate and it updates clients at a set interval, or does it only update when things happen?
* Did you ever run into any issues getting enough throughput from the server? e.g. maybe too many events happening at once to update everyone?
* Do you have to manage situations where two clients have a different view of the game state (due to extra latency for example)? If so, how do you resolve it? For example, I know that Team Fortress 2 follows the rule for guns that "if the shooter thinks it hit, then it hit", which means that people get shot around corners sometimes.
I'm working on a turn-based game using websockets which has been hard enough, a real-time game seems much harder to make! Thanks for sharing!