Lyr wrote:I doubt it.
Modifying the lua to launch custom parameters/game events at the start of the game is one thing. Feeding in commands into a live game state from an external source - e.g the lobby or twitch is quite another thing altogether. All GW was - was a system of unique game events and launch paramters all fed into the "mod" (GW) at game launch. You're talking feeding network data from an external library into the game during a live sim. At the very least desyncs are going to be a problem. More likely you are going to have issues crossing the C/lua boundary . I researched, and discussed with Zep having players reinforce live GW games, pretty much the only way it was considered possible was by saving the game state and reloading it with a new player into an existing dummy player slot. I'm not aware of any methods/functions that let you parse commands into the sim from outside the game apart from starting the game, ending the game and parsing game data to an external source.
This also ignores the myriad implementation issues, and the validity of creating a game mode that is essentially a popularity contest. Fun, sure.
It's fully possible by simply emulating a client, using the normal network protocol. Desyncs would not be a problem, as you would just be relaying the same sim-state hash that peers are sending.
The toughest part is fully reverse engineering the protocol, followed by making sure the issued commands are valid. It's in our interest to fully understand the networking protocol for more purposes than this fun anyway.