How stares @ UnityLobby getting rated @ % of completation. And comparing to omni is silly since it has almost no Battle Protocol support & auther is mia
Especially, when most of Battle Protocols are easy enough i.e force player to teamX
Its mainly BATTLESTATUS & CLIENTSTATUS that are hard ones, and need to be done first for most of Battle Commands. Which i have done now...
Also drawing starting positions on map preview & unit restrictions (mainly cause i havent looked at them yet)
UnityLobby will have multiplayer working tomorrow or day afterwards & be compatible with TASClient. Just wont support displaying Map Starting Positions / Unit Restrictions / Nat Hole Punching.
note :- setting the record straight
If you decided to port to C# (or J#) you could use springie, which has isolated "client" module that supports such stuff.
Spring and client modules in springie are enough to make full client .. all that is needed is a bit different gui than it currently has and some tweaks. And it's very easy to connect it to gui because of C# events.
Well lucky for me the battle protocol is almost complete for AFLobby, and I just need UnitSync stuff adding in, and one or two GUI quirks that come along with it (namely a map picker and mod listings).