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",$ghostCount value is invalid
modify code:
add:
Con::executef("onGhostAlwaysStarted", Con::getIntArg(ghostAlwaysSet->size()));
before
// Iterate through the scope always objects...
for (j = mGhostZeroUpdateIndex - 1; j >= 0; j--)
in simnetGhost.cpp
void NetConnection::activateGhosting()
{
....
// Send the initial ghosting connection message.
sendConnectionMessage(GhostAlwaysStarting, mGhostingSequence, ghostAlwaysSet->size());
// If this is the connection to the local client...
if (getLocalClientConnection() == this)
{
.....
// Execute the appropriate console callback.
Con::executef("onGhostAlwaysObjectReceived");
...
so,if you in local mode,the function "onGhostAlwaysObjectReceived" will exec before the "onGhostAlwaysStarted",$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--)
About the author
Full Sail QA&U Lab Intern