State saving and restoration is essential for client-side prediction, as clients will need to store a known good state from which resimulation can occur if the event queue is modified.
It is probably ideal for this state to be serializable, and the necessary Objects to be reconstructed from the serialized data. Alternatively, completely separate game state objects could be kept in memory, but this would be particularly difficult because the saved and current state could not share any mutable Object. Enforcement of this requirement would be difficult and potentially use large amounts of memory for data which can simply be reconstructed.
There are currently gamestate save and restore methods in place, which currently serialize and unserialize the player list. There is currently no test cases for these functions, however.
Framework for this is in place, but will require expansion as the API develops.