I honestly have no idea what this is, but ever since I updated my BYOND version to the latest version of the beta clients who are playing on servers that aren't local seem to have to download resources every time a new icon is processed
This might have something to do with fcopy_rsc(). While the icons are downloading(Why would the client have to download more icons if the icon processing is on their end?) the clients freeze up until the download is complete. This makes Epic unplayable when hosted online
Another strange thing about this is that if you are playing locally there is no speed loss/random downloads. If I host the game and join it, I can play it without any speed issues. But if someone else hosts it and I join their server, I have to download more resources with every single new icon.
I'm not sure if this is a new problem or if we somehow just didn't have it before because of the old .rsc we had, but it is definitely problematic and sudden and negatively affects how many people play the game
ID:677599
Apr 17 2012, 10:22 am
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I believe I know a reason for this. If you're using Garthor's safe save library, that includes the original savefile as a cache file object in a "wrapper" save that is actually sent to the client. As a result of the savefile being stored this way, it becomes a resource that clients think they need.
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There was a leak fixed regarding client-side icon processing but I doubt this is an issue in any way. Beyond that, I can't think of any changes to icon processing that'd be relevant in any way.
Also, if I'm to investigate this myself then I'll need a test case. I'll need to know which games this is happening in (hub links please), and what steps to follow to see the issue in action. For lack of a test case or more information, I'm moving this to Unverified for now.