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by pphysch 1475 days ago
> In a multiplayer command-based undo/redo system, we can also solve [intermediary commands] by pausing and resuming the history stack at the right time.

Suppose that instead of managing the overall state of the history stack, you gave each command a unique ID and allowed commands to be updated/overwritten as they develop? Apart from a few bytes of memory overhead per command, what am I missing?