> > You obviously cannot make them private, because that destroys inter-
> > terminal games, and you cannot remove the common data because it is the
> > game status data.
> 
> The rest of the gamedev world seems to handle this situation by
> splitting the game into a client and a server part.
> 
> The client handles whatever the player is supposed to witness with their
> eyes, and communicates with the server using some network protocol. The
> server accepts client input, executes the game logic, keeps the game
> state, updates connected clients, and keeps scores.
> 
> This would probably be a major rewrite for most games.

You propose to start a score daemon all the time?  Yes, you do...

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