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Test PR of lazy load of ghosts and scene streaming
For now scene streaming only affects how subscenes are loaded. If you try it on everything in a scene expect issues as the namespaces are not linked up at that point. This is a TEST! Do not merge! If you do you will open up a gate to an alternate reality where all that you believe will cease to exist in an endless void of darkness.
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17 changed files with 298 additions and 37 deletions
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@ -898,6 +898,28 @@ bool SceneObject::_setSelectionEnabled( void *object, const char *index, const c
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//--------------------------------------------------------------------------
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U32 SceneObject::partialPackUpdate(NetConnection* conn, U32 mask, BitStream* stream)
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{
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U32 retMask = Parent::partialPackUpdate(conn, mask, stream);
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if (stream->writeFlag(mask & FlagMask))
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{
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stream->writeRangedU32((U32)mObjectFlags, 0, getObjectFlagMax());
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retMask &= ~FlagMask;
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}
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return retMask;
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}
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void SceneObject::partialUnpackUpdate(NetConnection* conn, BitStream* stream)
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{
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Parent::unpackUpdate(conn, stream);
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// FlagMask
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if (stream->readFlag())
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mObjectFlags = stream->readRangedU32(0, getObjectFlagMax());
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}
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U32 SceneObject::packUpdate( NetConnection* conn, U32 mask, BitStream* stream )
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{
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U32 retMask = Parent::packUpdate( conn, mask, stream );
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@ -738,6 +738,8 @@ class SceneObject : public NetObject, public ProcessObject
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void setProcessTick( bool t ) override;
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// NetObject.
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U32 partialPackUpdate(NetConnection* conn, U32 mask, BitStream* stream) override;
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void partialUnpackUpdate(NetConnection* conn, BitStream* stream) override;
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U32 packUpdate( NetConnection* conn, U32 mask, BitStream* stream ) override;
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void unpackUpdate( NetConnection* conn, BitStream* stream ) override;
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void onCameraScopeQuery( NetConnection* connection, CameraScopeQuery* query ) override;
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