![Smile :)](./images/smilies/icon_e_smile.gif)
Well, what I'm thinking is, that it would be cool, to synchronize maps for multiplayer or other stuff (modules) like that, instead over the game. The reason is: the game needs only one client to save the maps, players can continue playing, even if the initiator leaves... I really dunno exactly, but I see that as a cool possibility, we can play around with.
The point is, that it needs to be supported by the game in two ways: when auto saving a map, only one client to do so. The game should be told "autosave the map only once" and then he can choose either "only my client" and then the game will warn the other players, if this client leaves, or "the fastest client" and that will enable the game to auto select the saving client.
The same is it with loading maps: I can tell the game to use a file instead of synchronizing, as fallback it still synchronizes, but having this option would be cool.
Also cool would be to tell the game: use this directory for all the files, this means, it makes its autosaves and default save dir here. This is, cause the common things about cloud based services are that they can be based on directories. File based clouds are a special case.
Did I forget some edge case?
Well, I know of course, with a working synchronization this all is not really needed. I see this only as a special edge case, someone which wants to make experiment with a map. A group of users continuosly want to play a map, the last one saves it to the cloud, without thinking much. And more such stuff.