From 363b20a06789dd974944af28eae564ce9caa4252 Mon Sep 17 00:00:00 2001 From: Brajanowski Date: Wed, 30 Jul 2025 08:25:50 +0200 Subject: [PATCH] up --- Runtime/Engine/Code/Network/NetworkSystem.cs | 20 +------------------ .../Engine/Code/Simulation/ActorsManager.cs | 3 ++- 2 files changed, 3 insertions(+), 20 deletions(-) diff --git a/Runtime/Engine/Code/Network/NetworkSystem.cs b/Runtime/Engine/Code/Network/NetworkSystem.cs index 45e9c30..50a8d8c 100644 --- a/Runtime/Engine/Code/Network/NetworkSystem.cs +++ b/Runtime/Engine/Code/Network/NetworkSystem.cs @@ -474,24 +474,6 @@ namespace RebootKit.Engine.Network { return false; } - - // @NOTE: We are assuming that message buffer is already initialized with header and count of entities. - static bool CanFitNextEntityInMessage(NetworkMessageBuffer messageBuffer, int dataSizeToFit) { - if (!messageBuffer.Writer.WillFit(dataSizeToFit)) { - return false; - } - - // Increment count of entities in the message - using NetworkBufferReader reader = new NetworkBufferReader(messageBuffer.GetDataSlice(), - NetworkMessageHeader.k_HeaderSize); - reader.Read(out byte count); - - if (count >= byte.MaxValue) { - return false; - } - - return true; - } internal bool WriteActorTransformState(ulong clientID, ActorTransformSyncData transformData) { if (!RR.IsServer()) { @@ -503,7 +485,7 @@ namespace RebootKit.Engine.Network { int dataSizeToFit = transformData.GetMaxBytes(); NetworkMessageBuffer messageBuffer = clientState.ActorsTransformUpdates; - if (!CanFitNextEntityInMessage(messageBuffer, dataSizeToFit)) { + if (!messageBuffer.Writer.WillFit(dataSizeToFit)) { return false; } diff --git a/Runtime/Engine/Code/Simulation/ActorsManager.cs b/Runtime/Engine/Code/Simulation/ActorsManager.cs index 29decc0..f6a9b73 100644 --- a/Runtime/Engine/Code/Simulation/ActorsManager.cs +++ b/Runtime/Engine/Code/Simulation/ActorsManager.cs @@ -24,7 +24,8 @@ namespace RebootKit.Engine.Simulation { readonly List m_InSceneActors = new List(); readonly List m_SpawnedActors = new List(); - ushort m_ActorIDCounter = 0; + // @NOTE: 0 is reserved for no actor so we should start assigning IDs from 1. + ushort m_ActorIDCounter; public ushort InSceneActorsCount { get { return (ushort) m_InSceneActors.Count; } } public ushort SpawnedActorsCount { get { return (ushort) m_SpawnedActors.Count; } }