Victory. It turned out to be much harder than planned, but the necessary component works. The little ship flies to a jump point and jumps to another star system. And it appears there, whether your computer and client are switched on or not. It works on both the client and the server.
Of course, there's still plenty of polishing to do, but the foundation works.
This component also handles the completion and execution of the ship's flight plan in general. So it can send the ship to a planet, to a base, or wherever else we want. From here, we just add more components; the core logic stays the same.
At the same time, I switched the server to queue-based processing and fixed a problem where a packet of information from the client arrived in pieces. Now we assemble the packet first, parse it, and then pass it to the next handler.
And there are many other small details and nuances.
What's left is to show ships in the overview interface and make a cargo-loading interface.
Compared with what's already done, those tasks are straightforward.
If you've read this far, well done. If you'd like to start playing this, let me know in the comments.
