Well, first of that you very much for your positive comments :-)
The sad news is that I accidentially lost the sources of this plugin. I basically did this in about 24 hours for a compo, so I didn't pay too much attention in making sure nothing gets lost. Sorry bout that :-(
Now over to the not so bad news: While this happened to be a research project, I began to put some more effort in it a few months ago and eventually started a new project from scratch. Reading your posts made me want to reconsider taking on this project again. At all there's not much interest in having some sort of cooperative gameplay style in an adventure game, but I still kind of like the idea.
The new approach at this is to make the network interface more open for customizations, while still doing the 'hard work' in keeping track of the game world. First of all I started out with a global caching and advanced event system that aims a bit beyond the native plugin API. You can, for instance, control objects that are far away and not only those in your current room.
As for networking, I'm thinking about a dedicated server. I did not like the fact that the host needs to start the game as well and players are only allowed to join as long as this game is open. It is needless to say that the technical gameplay and the style of playing an adventure game is much more slow and careful than a more common multiplayer game and I don't wan't to invent some Monkey Island Tournament here. So I guess the idea of having a dedicated server gives the game more time and therefore hopefully retains the spirit that we do love when playing adventure games.
Following your advice in terms of synchronization, I came up with a pretty flexible event system that allows components to be linked to certain actions if the user (better:game developer) decides so. I think that should do the trick. What do you think of that idea? Is it still something or am just totally wasting my time?