I’m working on implementing combat into my isometric rpg game which uses an ecs architecture. When synchronizing the actions of the different clients, is it preferable to serialize and synchronize raw components, actions or a mix of both.
For example, an action might be "entity X attacks entity Y", whereas the components approach would need to send stuff more like raw component state (which animation to play, frame, sound, etc). I currently use an action-based approach for movements, and that works very well locally, but implementing combat this way seems more difficult as systems become more complex and components are added down the road, and I want to be as aware as I can about possible friction now.
If anyone has a tutorial or article I can dig into, I’d appreciate it.