Fix entity baseline overflow#1427
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Note that currently, servers can already work around the issue using #1322 which will allow these to load at the cont of high ping players getting a little bit of lag when they see these ents assuming they are in the baseline. Also see #1321 for some prior art on this topic on why the concept of the baseline is problematic to begin with. Indeed this might improve the situation, but is it worth it when we have a workaround? |
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CI now fails on an unrelated file (#1645 should fix that). |
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To boldly go where no man has gone before. |
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We are making a point release so this is not going to be included. |
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I never said it would, it's targeting the for-0.56.0/sync branch rather than master. |
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What's the motivation for rushing to merge it without review then? |
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I wouldn't call it rushing given that the pr has existed in its current state for half a year. The only objection to it is similar to the one for map scripting: theoretical bullshit being used as an argument over a small change that works in practice and fixes crashes and situations where a server can be left largely inaccessible. So I'm doing what @illwieckz has said in regards to being bold with merges and not going into the mindset of having to wait for approval for clear improvements (and the theoretical argument presented earlier has so far generated 0 practical value). |
Split net messages if there are too many baselines. I don't like the solution too much because it only works for this exact issue, but I guess it'll do.
The layouts in https://users.unvanquished.net/~reaper/maps/layouts/spacetracks/ can be used to test this with map
spacetracks.Fixes Unvanquished/Unvanquished#2124.