branchrust_reboot/main/d11_console_version/unity2019.1/cliententitycachecancel
84 Commits over 61 Days - 0.06cph!
Merge fix for booting from procedural map in editor
Client network entity caching
[D11] Fixes entity cache sync errors
[D11] Foce save on server startup
[D11] Renames lastPos to stop clash... also makes the quantized version private to stop serialization
[D11] Undo accidental prefab pools in PC editor
[D11] Updates server cache sync error message
[D11] Change server default fps to 30
[D11] Fixes turret optimisations.
[D11] More realtime on screen network stats
[D11] optimises traffic sent from turret aim code.
[D11] Adds some basic onscreen network packet stats
[D11] Adds savegame upgrade from 169 to 171
[D11] merges first time save bugfix
[D11] Ensure correct client defaults are checked in
[D11] Network protocol bump
[D11] Fixes some ifdef's incase anybody lands without d11_defaults set properly.
[D11] Fix cache free to be in the correct place
[D11] Checking in before merging with main
[D11] Fixes syncOnPosition cache problem.
[D11] Checking in WIP ... alters the network format so that position messages are compressed as ProtoBuf messages, allowing us to send a byte with flags set for delayable & syncPosition. We no longer need to send the entityID as we can now partially read the entity message to see the entityId, groupId & prefabId ... Not caching entities with syncPosition set causes things to freak out... checking in now so I can rewind if needed.
[D11] Adds quantisation to entity position/rotation to reduce network traffic.
[D11] New optimised version of cache cleaner.
[D11] Latest prefab pool shrinker (now realtime, as prefabs are pushed back to the pool), latest entity cache changes (small optimisation), latest prefab stats (optional on +world.prefabstats 1 commandline) also makes clientside entity caching optional with world.networkcache 0 commandline)
The prefab shrinker will now be creating garbage... I have not yet profiled this on console.
[D11] Makes pool shrinker #ifdefable.
[D11] Adds hook to shrink all pools on client disconnect.
[D11] Adds prefab pool shrinking system
[D11] Cache cleanup WIP ... Changes entityEntry & groupEntry from structs to classes to avoid extra dictionary lookups.
[D11] Entity cache cleanup... work in progress.
[D11] reduce building block pool
Updated ignores for flzma2 build
[D11] New delayed group destroy code.
[D11] Local server CDN for serving savegamesnapshots as well as other misc savegame/snapshot fixes.
Use FLZMA2 for map and save file compression
[D11] change log output level for world loading msg
Fix for 'writing to closed stream' error
[D11] latest delayed ent/cached network fixes