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fix: this fixes issues with multi scene loading on server and client #965
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…ormally. Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Also noticed we are setting clients not ready to all instead of checking list of players first. Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
… to create the physic scene on server load with no players first.
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
made the SetAllClientsNotReady use the players passed in. Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
…neManagementUpgrades
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
also made it so in additive scene loading it uses the async operation to be set too. Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
…neManagementUpgrades
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
…erwise use default server list. Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
…neManagementUpgrades
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
… We never checked for when clients would unload from one scene and load to another scene and do it again over and over. This causes spawned list to null itself out because of lost references. This now allows ServerObjectManager and ClientObjectManager to check for it after scene changes. Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
dragonslaya84
changed the title
fix: This fixes issues with multi scene loading on server and client
fix: this fixes issues with multi scene loading on server and client
Oct 10, 2021
feat: added a method to do physic scene loads on server and tell clients about it
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
… removalCollection list we can keep reusing because constantly reallocating and deallocating during scene load might be bad. Not sure if this is better or worse. Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
James-Frowen
requested changes
Oct 10, 2021
Signed-off-by: dragonslaya <dragonslaya.ss@gmail.com>
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We never checked for when clients would unload from one scene and load to another scene and do it again over and over. This causes spawned list to null itself out because of lost references. This now allows ServerObjectManager and ClientObjectManager to check for it after scene changes.