OnMessage vs OnChange Based Performance
TheRedHead last edited by
I am new to using Colyseus, and I am making a turn based game.
I have a question about good practices for good performance.
When produces a turn change, or to communicate that there is a winner...
how should it be done? Is it better to deal with broadcast messages to all users or put a room.state.onChange callback on the client side and hear changes in different status properties?