Game Development Community

LocalConnection Progress bug - LOGGED

by JerryLiu · in Torque 3D Professional · 04/17/2010 (1:28 am) · 4 replies

origin code:
in simnetGhost.cpp
void NetConnection::activateGhosting()
{
....
// Send the initial ghosting connection message.
sendConnectionMessage(GhostAlwaysStarting, mGhostingSequence, ghostAlwaysSet->size());

// If this is the connection to the local client...
if (getLocalClientConnection() == this)
{
.....
// Execute the appropriate console callback.
Con::executef("onGhostAlwaysObjectReceived");
...
so,if you in local mode,the function "onGhostAlwaysObjectReceived" will exec before the "onGhostAlwaysStarted",$ghostCount value is invalid

modify code:
add:
Con::executef("onGhostAlwaysStarted", Con::getIntArg(ghostAlwaysSet->size()));
before
// Iterate through the scope always objects...
for (j = mGhostZeroUpdateIndex - 1; j >= 0; j--)

#1
08/22/2010 (5:11 am)
Logged as TQA-906 for QA to verify
#2
08/28/2010 (7:05 am)
Interesting that my code from TGE1.4 is still around. =)
#4
12/19/2011 (1:28 pm)
What version are you looking at?