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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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@ -215,7 +215,7 @@ U32 NetConnection::getSequence()
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static U32 gPacketRateToServer = 32;
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static U32 gPacketUpdateDelayToServer = 32;
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static U32 gPacketRateToClient = 10;
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static U32 gPacketSize = 508;
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static U32 gPacketSize = 1500;
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void NetConnection::consoleInit()
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{
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@ -319,7 +319,7 @@ void NetConnection::checkMaxRate()
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// These changes introduced in T3D 1.1 Preview reduce the packet headroom which leads
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// to some spells and effects running out of room when dynamic variables are used
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// to send launch-time parameters to clients.
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packetSize = 512;
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packetSize = 1500;
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}
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gPacketUpdateDelayToServer = 1024 / packetRateToServer;
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@ -440,6 +440,9 @@ NetConnection::NetConnection()
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// Ensure NetAddress is cleared
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dMemset(&mNetAddress, '\0', sizeof(NetAddress));
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mGhostByteBudget = 800; // test payload.
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mGhostByteRemainder = mGhostByteBudget;
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}
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NetConnection::~NetConnection()
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