Glitches:
Other than that, the game is fully networked! Awesome! A few easy (well, should be, knock-on-wood) bugs to get through and the game is set! I'm really excited, and I can't wait to apply what I've learned here to actual games (or games that I create, rather)
I learned a few things:
Client/Server can be a bitch. You have to be careful with what you send to whom and how they apply the changes. I guess my first approach was very p2p, but I ended up switching halfway through to the more "common" client/server approach, which means all processing (essentially) is done on the server minus input which is applied on the client side. Relevant or important events are triggered on the server and sent to the client.
However I had my queues set up to run exactly the same, which resulted in some strange errors and doubled or echoed creation going on. If I could go back and do it again (unlikely with my workload) I would separate the server queue implementation from the client queue implementation. That would have saved me a great deal of trouble.
P2P management can be very hap-hazard, ownership has to belong to specific machines and that needs to be explicit, else all you really have is a bunch of very similar simulations running simultaneously, which is fine until your images and game states start looking different. You'd need either every piece to be owned by a specific machine and have a quick-n-dirty abstraction method to make quick work of such a structure, or some way to keep ID numbers synced between multiple machines doing their own creation/deletion locally that needs to be broadcasted to multiple machines. This is why I switched from an organic P2P to a Client/Server model.
And now back to those bug fixes.
EDIT:
W00t! All bugs fixed! Now, if I have time, to fix prediction! The way I did my code was to send data only when absolutely necessary (only when input has been read or collisions have triggered, etc) which is awesome, but also not so much. It means the games run "apart" until an event is triggered and something is sent, which results in slight rubber-banding I would like to be taken care of with prediction (a loose model, basically targeting or lerping to desired values)
Kickass.