Jump to content

Sane datablock network packing


JeffR

Recommended Posts

An issue that @Azaezel encountered with 64bit builds is some data shenaningans lead to corruption and cause explosions. While tracking through that, we noted some ugly pointer voodoo in some spots in the networking in game object classes - specfically pertaining to datablocks - to do some trickery to pass around the datablock ID. It largely works, but is unreliable and just generally a poor approach to passing around the datablock IDs.


Branch: https://github.com/Areloch/Torque3D/tree/DBPacingWIP


So, the above branch is a WIP testing some cleanup to cut down on the ugly pointer usage, which is to use some functions already in the engine to get the datablock ID and pack it to stream in a cleaner way.


All you need to do is merge it in, and ensure that you don't spot any odd behavior, errors, or stuff failing to reference/spawn. If you do note any issues, please post logs, what objects/datablocks tripped it up.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...