If it does not save the map, our buddy Tom should "fix" that. I don't know if that would be a big issue to do tho. The concept seems simple enough. Put as much static elements of the game into the players client, upon log in, do a check for changes, if any, get em, etc...
The optimal way to do this doesn't just require the client to remember things, it would require that the server remember what each client knows. If the client remembers map information but the server doesn't know what map information the client has, the server won't know when a map update is unnecessary - it'll have to send all map information to the client again.
The server could, instead, just remember which clients have up-to-date information about an object. When the server needs to tell the client about an object, it can check to see if the object has changed since the client was last updated. If the object hasn't changed at all, it doesn't send any information to that client. If the object has changed the server will send a full update to the client.
The first method could use a lot of memory especially for games with many players. I don't think BYOND currently works that way. The second method is simpler and I'd hope that BYOND implements something like that.
If it does not save the map, our buddy Tom should "fix" that. I don't know if that would be a big issue to do tho. The concept seems simple enough. Put as much static elements of the game into the players client, upon log in, do a check for changes, if any, get em, etc...
By resources I meant pretty much everything that a player should not be able to change. Icons and its states, player icons also (maybe by database check to get players Icons and looks), Map, Music, Effects, etc... Not player data or overall data, that could hinder(?) the game.
~My english, not great.~