func newState(self mesh.PeerName) *state {
	return &state{
		set:  map[mesh.PeerName]int{},
		self: self,
	}
}
func newState(self mesh.PeerName) *state {
	return &state{
		set:  map[mesh.PeerName]int{},
		self: self,
	}
}
// Construct an empty state object, ready to receive updates.
// This is suitable to use at program start.
// Other peers will populate us with data.