I’m working on a networked application in which
MSG_CREATENODE
works in most cases, except when the server moves an object from a non-networked scene into the networked scene. The server sees nothing wrong, but the client appears to corrupt the network message. StaticModel’s “Material” attribute sees an array of 10238 elements with resource names such as “
Yj„
” and “
ÿeo/õ…
” The next component creation fails with “
Could not create unknown component type CCCCCCCC
”.
I’ve recently discovered that if I step slowly through the client’s
component->ReadDeltaUpdate(msg)
while processing the
MSG_CREATENODE
message, when I’m done stepping through
Connection::ProcessSceneUpdate
the entire node successfully appears in the client’s scene.
What could cause symptoms like this? I might guess that stepping through changes the speed and possibly order of received network packets… but I’ve had a previous attribute corruption error that turned out to be caused by calling
RegisterObject(context)
on a component more than once so I’m afraid it could be anything and thought it would be best to reach out and see if anyone has seen this before.