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Blockchain in C#/.NET for on-chain, decentralized gaming
Current scheme involves the following steps: - `Swarm()` for instantiation. - `Swarm.BootstrapAsync()` for connecting to network. - `Swarm.PreloadAsync()` for syncing blocks before normal operations. - `Swarm.StartAsync()` for starting normal operations....
Using [Planet Clicker] as a reference, if we were to provide a simpler interface such as `LibplanetUnity.Agent`, additional options should be easily accessible by game developers. I would assume game...
Currently, `VolatileStagePolicy` only ignores `Transaction` that does not follow `IBlockPolicy`. However, "ignoring" to mine a `Transaction` that has an "expired" timestamp according to `IStagePolicy`, which isn't part of a consensus...
Still learning more about messaging patterns and discovering mounds of complexities required for a reliable [publisher-subscriber] pattern implementation. Seems like the harder option mentioned in [this comment] is much harder...
Something like ```csharp StateModel state = states.GetState(address); // Do stuff. states.SetState(address, state.Encode()); ``` might be nice to have. 🙄 This is more complicated than `DataModel` as `Bencodex` parameter type for...
If human readability of encoded data structure isn't much of a concern, it is possible to encode a `DataModel` instance to a `Bencodex.Types.List` instead of `Bencodex.Types.Dictionary`. With some consideration, it...
As a safety caution, it might be a good idea to not allow public setter for properties of `DataModel`.
I only gave this a brief thought. I think there are pros and cons either way. 🙄
Initial implementation of `DataModel` in #1935 is missing `null` support. Depending on how game logic and its accompanying data model is designed, this might be useful. From a technical standpoint,...
Currently as implemented in #1935, `DataModel.Encod()` encodes **all public properties**. This may not be desirable in all cases and probably hampers with data modeling where one might want a public...