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fix: defer ObjectSceneChanged events to occur after client has finished synchronizing #2502
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ShadauxCat
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release/1.4.0
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fix/objectscenechanged-defer-after-synchronize
Apr 12, 2023
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Since these can be created dynamically at any time here, I worry about the GC pressure that might be added if a lot of these come in rapidly. Could this be changed from
Dictionary<int, List<ulong>>toNativeHashMap<int, NativeList<ulong>>? Allocating withAllocator.Persistentwould be required but that's still better than GC allocation... especially given the potential number of calls tonew List<ulong>()below.Uh oh!
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This will only happen under the following conditions:
So, regarding memory allocation it is basically during a period of time where GC will always be at its "highest peak". Once a client is synchronized this section of code will never get invoked...so in reality the DeferredObjectsMovedEvent structure wont be allocated at any time... only during client synchronization and only if the client receives any ObjectSceneChanged events while processing the synchronization message...which each ObjectSceneChanged event can contain (n) number of scene handles with associated NetworkObject identifiers (i.e. the server batches NetworkObject scene changes together for each frame... so if a user migrates 100 NetworkObjects into a different scene all at once there will be 1 ObjectSceneChanged event that contains the target scene handle and all of the NetworkObject identifiers to migrate into the target scene...which under this scenario would allocate 1 DeferredObjectsMovedEvent structure to defer the processing of that event to after the client has finished synchronizing).