I am creating a RTS with Unity/C#, and have noticed a problem synchronising build queues. Is there an ideal solution to handle button prediction?
I think I may have overengineered the solution... Presently when the client clicks a button, it sends a request to the server. The server validates the request (cost if applicable) and then returns the order to create the build queue item. Consequently, when the client clicks a button there's a noticeable lag.
Is server validation for button presses, like build queues, in a client-server model overkill? What would be the ideal solution?