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By coincidence I have seen that the function GOMoveRemoveGO() is called quite often by GameObject::RemoveFromWorld().
How to test:
I log in GOMoveRemoveGO() at the first line:
TC_LOG_DEBUG("test", "GOMoveRemoveGO: %i", guid);
Start the core, wait about 1 minute and than the core starts removing GOs mostly with a guid lower than 20.
When I shutdown the core a big amount of GOs with very high numbers are removed.
The idea is that the user should never see a removed gameobject in his UI.
From server we dont know what the client holds, so we cant send him only the ones that area actually deleted that he has in his lists.
A possible way to not make all gameobject removes be sent to the clients would be by not sending them at all, unless the client uses something that doesnt exist. Such check might be difficult to arrange, but guess I will check that someday.
By coincidence I have seen that the function GOMoveRemoveGO() is called quite often by GameObject::RemoveFromWorld().
How to test:
I log in GOMoveRemoveGO() at the first line:
TC_LOG_DEBUG("test", "GOMoveRemoveGO: %i", guid);
Start the core, wait about 1 minute and than the core starts removing GOs mostly with a guid lower than 20.
When I shutdown the core a big amount of GOs with very high numbers are removed.
Please see my log: http://pastebin.com/9N6z7V90
I don't know if the core removes some internal GOs or what's happening. The addon is also working without faults.
However this is unnecessary traffic to the addon and may can be filtered better.
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