* Have a framework for modelling entities with properties and actions.
* Have a faux network API for testing/demo purposes
* Be able to model entities and perform actions on the clients, have properties updated on the server, and have the properties synced to clients.
### End goals:
* Handle syncing out-of-order actions from clients
* Allow clients to have a prediction model (both anticipation and mirrored server)
* Allow properties to be interpolated
* Have server validate actions from clients
* Manage different packet qualities
* Be able to set rate limits and pack data nicely
* Handle out of order packets to update the state if possible
Although this is being written with the challenges that realtime multiplayer games face, the idea is to come up with some guidelines for a framework that can be used for other purposes (Think multi-client document editing, syncing applications, etc.).