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Trust me, It's been long since I touched the code, and that try-catch block is non of my doing, even though I can't guarantee I wouldn't have done the same. The code in this project is horrendous. I've part of the project in a different project, github to project, and I've done that using my own ECS implementation for XNA, and also a custom pub-sub library that works for both the client and the server (although coupling them to the same implementation of the library, but the project isn't perfect anyway :P)
I've left the project already, but for the sake of the answer, the problem is not about allowing only XBOX. It's about how to check the game in XBOX when I don't have xbox GOLD, and also compiling the game correctly for XBOX.
By the way you said it, use Command when it's a client action that requires a response from the server, like sending a GET\POST http request and expecting a result, and use RpcClient when it's an event that happens due to the update loop or whatever on the server, and the clients need to be modified, similar to a PUT http request.
Why not create a component that wraps the libgdx particle system? This is what I'm trying to do with Farseer. I'm trying to add a component that uses the Farseer physics engine, that would contain whatever logic needed, and I would create a system to manage those components, and this way everything stays decoupled.
Also, by the look of it, you can definitely load the StateComponent from a file, since it all looks template-y. So why not throw it in a configuration file? that way your code contains the logic of loading, and is not dealing with the data itself
First of all, if you're able to further sort them, to stats = { walking = { left, right ...}, attacking = { left, right .. } ... }, It'd be a small change, but it's more organized than simply throwing it in a big table.