Replication between client views and ServerStorage

I have officially decided that for my RTS, the best approach for a fog of war system would be to import stuff from ServerStorage to the client, making this not only safe from exploiters, but also causing less lag when you are not near enemy units, therefore meaning the client won’t get too stressed out.

The problem comes when I think about adding multiple players. How exactly would I go about keeping track of each player/team’s viewpoint on the battlefield, and replicate that view to the clients who need it?

In case you need a demonstration:

Player1, Player2, Player3, and Player4 are playing a match together. Player1 and Player2 are on the same team, and Player3 and Player4 are on the opposing team. Player1 makes a plan with Player2 to put early pressure on the economy of Player3, and decides to send a worker to scout. When the worker discovers the base, how would I take it from ServerStorage and send the new information to both clients?

Thanks a bunch!

I would like to note that one solution would be moving through ReplicatedStorage, but then the building positions would be available to everybody.

Are you trying to make the stuff they aren’t seeing de-load so that they can’t see it?

If you are trying to do this, you would have to do it from a local script.

No, I’m just simply trying to update the visions. If you’ve played Starcraft, you’ll know what I’m talking about. I’m not deloading unkess that structure is destroyed or upgraded.

I’ve never played Starcraft. What do you mean by:

Basically, make sure that if their units are nearby something, show it on the client.

I think you would have to do that from a local script. Meaning that you may not be able to access the server storage.