MVP
- [x] Pulls from the socket pool properly (right now it stops after its first client’s connection ends)
- [x] Can receive messages from 2 clients
MVP ++
- [x] Find latency on round trips
- [x] Host on VPS
- [x] Connect server with game client
- [ ] Create packet types (to carry game diffs, voip data, world initialization data, etc)
- [ ] Switch to udp
- [ ] Persist world data on postgres after client closes or the Game Day ends
- [ ] State diffing (need to think about a diffing algorithm)
Target: Stardew Valley but kinda like webfishing but 2d

Server requirements
- [ ] 8 players per room
- [ ] Some lag is ok but ideally under 100ms response time (10 packets per second)
- [ ] Clients will have authority on their own position (to prevent rubber banding)
- [ ] Totally fine if people wanna hack because you’re a loser if you hack in a co-op game
How the data flow will work
- [ ] Only one person is needed to start the game, and people can join as they please
- [ ] Data is sent to server, along with the user and user data for that world
- [ ] All information will be posted to the server, which then processes the shared world state with the new player in it