Take a look at the orange box coop engine. It uses a save restore type engine 
for coop.

> On Nov 11, 2013, at 2:08 AM, "Giancarlo Rivas" <giaym.m...@gmail.com> wrote:
> 
> I'd make a list of entities I want to save, and save them manually, then load 
> them again, it would be a bit of work, but would be probably finished without 
> thinking much. Would work for most simple games as I wouldn't expect you to 
> be saving too much stuff. Oh, of course you save the stuff server side not 
> clientside.
> 
> You can first freeze the players, so no one creates new entities / modifies 
> their values. Then fade to black, sounds/particles and what not that you dont 
> want on reset will "run out" while it fades. Do magic repositioning while its 
> black. Unload stuff that will be modified, load the old stuff, and allow the 
> game to proceed from there.
> 
> 
>> On Mon, Nov 11, 2013 at 1:40 AM, Victor V <vicp...@gmail.com> wrote:
>> OK, just took a look at some saverestore stuff in the engine and it looks 
>> like the server disconnects and starts a new game whenever it loads and 
>> there's also a multiplayer check. So that won't work. Onto other solutions...
>> 
>> 
>>> On Sun, Nov 10, 2013 at 11:24 PM, Victor V <vicp...@gmail.com> wrote:
>>> Hi all,
>>> 
>>> For a coop experiment I'm working on I need to implement some kind of 
>>> checkpoint system. I've been thinking about different ways of achieving 
>>> this, but the most obvious and ideal solution would be to just use the 
>>> save/restore system that's used in singleplayer. Is there anything that 
>>> prevents me from just not saving the clientside data that's normally in 
>>> saves and loading on the server? I have something separate in mind for 
>>> dealing with player entities. It seems like the mechanism is kinda similar 
>>> to the round end entity reset in CSS. Am I missing something super obvious?
>>> 
>>> Thanks
>>> Victor
>> 
>> 
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