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https://github.com/ZDoom/raze-gles.git
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- dynamically allocate the large networking buffers.
These waste a whopping 800MB of address space, which on 32 bit could be the deciding factor for exhausting available memory.
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4aacd6d958
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1 changed files with 10 additions and 7 deletions
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@ -457,12 +457,12 @@ static uint32_t g_cl_InterpolatedRevision = 0;
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static netmapstate_t g_mapStartState;
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static netmapstate_t g_cl_InterpolatedMapStateHistory[NET_REVISIONS];
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static TArray<netmapstate_t> g_cl_InterpolatedMapStateHistory;
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// note that the map state number is not an index into here,
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// to get the index into this array out of a map state number, do <Map state number> % NET_REVISONS
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static netmapstate_t g_mapStateHistory[NET_REVISIONS];
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static uint8_t tempnetbuf[MAX_WORLDBUFFER];
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static TArray<netmapstate_t> g_mapStateHistory;
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static TArray<uint8_t> tempnetbuf;
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// Remember that this constant needs to be one bit longer than a struct index, so it can't be mistaken for a valid wall, sprite, or sector index
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static const int32_t cSTOP_PARSING_CODE = ((1 << NETINDEX_BITS) - 1);
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@ -4211,8 +4211,8 @@ static void Net_SendWorldUpdate(uint32_t fromRevisionNumber, uint32_t toRevision
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return;
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}
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Bassert(MAX_WORLDBUFFER == ARRAY_SIZE(tempnetbuf));
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Bassert(NET_REVISIONS == ARRAY_SIZE(g_mapStateHistory));
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//Bassert(MAX_WORLDBUFFER == ARRAY_SIZE(tempnetbuf));
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//Bassert(NET_REVISIONS == ARRAY_SIZE(g_mapStateHistory));
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uint32_t playerRevisionIsTooOld = (toRevisionNumber - fromRevisionNumber) > NET_REVISIONS;
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@ -4950,7 +4950,7 @@ void Net_SendServerUpdates(void)
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serverupdate.pause_on = ud.pause_on;
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serverupdate.numplayers = 0;
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updatebuf = tempnetbuf + sizeof(serverupdate_t);
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updatebuf = tempnetbuf.Data() + sizeof(serverupdate_t);
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for (TRAVERSE_CONNECT(i))
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{
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@ -4988,7 +4988,7 @@ void Net_SendServerUpdates(void)
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return;
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}
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Bmemcpy(tempnetbuf, &serverupdate, sizeof(serverupdate_t));
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Bmemcpy(tempnetbuf.Data(), &serverupdate, sizeof(serverupdate_t));
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enet_host_broadcast(
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g_netServer, CHAN_MOVE,
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@ -5155,6 +5155,9 @@ void Net_InitMapStateHistory()
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void Net_StartNewGame()
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{
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g_mapStateHistory.Resize(NET_REVISIONS);
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g_cl_InterpolatedMapStateHistory.Resize(NET_REVISIONS);
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tempnetbuf.Resize(MAX_WORLDBUFFER);
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Net_ResetPlayers();
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Net_ExtractNewGame(&pendingnewgame, 0);
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