Implementing database caching
With everything in place, it is time to go one step above and work on the World
scene that is going to glue everything together and run the proper procedures to ensure that all players will see the same custom sprites. We do that in this node because this is the class responsible for setting up everything related to world synchronization, which includes the players’ spaceship custom sprites. We will need to make some changes in some core methods to achieve that, but this is for the better.
Since we are working with a prototype, there’s no fear of altering function signatures and other core aspects of a class. But note that if this was production-ready, we would call this class “closed” and avoid making core changes like the ones we are about to make. This would keep our game code base consistent and avoid errors. Though the changes we are about to make will mostly extend the class functionalities, we will add an argument...