1 |
It was fine before u made the change to lobby so it does not update UI while ingame and only when u switch to the lobby itself...
|
1 |
It was fine before u made the change to lobby so it does not update UI while ingame and only when u switch to the lobby itself...
|
2 |
Even when it "worked as intended" it was clunky as hell... I wanted to kill the lobby and just restart as it was faster than all this jittering replaying which makes u want to scratch ur eyes out
|
2 |
Even when it "worked as intended" it was clunky as hell... I wanted to kill the lobby and just restart as it was faster than all this jittering replaying which makes u want to scratch ur eyes out
|
3 |
\n
|
3 |
\n
|
4 |
If u wanna save on resources - update in one go instead of lazily replaying network messages u buffered... "pre-render" ur UI changes in memory to compute the final UI state and only then update. And make sure it does not block the lobby after 1 hour clusterfuck game finishes - it's gonna be A LOT of those changes and even pre-rendering in one go may not entirely save the situation here(probably tens of thousands of update state packets)
|
4 |
If u wanna save on resources - update in one go instead of lazily replaying network messages u buffered... "pre-render" ur UI changes in memory to compute the final UI state and only then update. And make sure it does not block the lobby after 1 hour clusterfuck game finishes - it's gonna be A LOT of those changes and even pre-rendering in one go may not entirely save the situation here(probably tens of thousands of update state packets)
|
5 |
\n
|
5 |
\n
|
6 |
The best approach probably would be:
|
6 |
The best approach probably would be:
|
7 |
-
if
ingame
do
NOT
update
lobby
from
network
packets
-
but
buffer
|
7 |
-
if
ingame/alt-tabed(
minimized)
do
not
update
lobby
from
network
packets
-
buffer
instead
|
8 |
-
when
buffer
size
reaches
N
messages/game
quits
-
recompute
UI
state
in
the
memory,
clear
buffer
|
8 |
-
when
buffer
size
reaches
N
messages/game
quits/maximized
-
recompute
UI
state
in
the
memory,
clear
buffer
|
9 |
- when game quits - update UI in one go from memory state(no replaying)
|
9 |
- when game quits - update UI in one go from memory state(no replaying)
|
10 |
\n
|
10 |
\n
|
11 |
No feature is better than crappy implemented feature.
|
11 |
No feature is better than crappy implemented feature.
|
|
|
12 |
Not sure even if we need this... what is the purpose?
|