Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

GOMoveRemoveGO triggers quite often #13

Open
Magnifikator opened this issue Feb 23, 2016 · 1 comment
Open

GOMoveRemoveGO triggers quite often #13

Magnifikator opened this issue Feb 23, 2016 · 1 comment

Comments

@Magnifikator
Copy link

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.

@Rochet2
Copy link
Owner

Rochet2 commented Feb 23, 2016

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.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

2 participants