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ZK Lobby is unusable

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Date Editor Before After
6/24/2018 12:56:08 PMFirepluk before revert after revert
6/24/2018 12:54:54 PMFirepluk before revert after revert
6/24/2018 12:53:51 PMFirepluk before revert after revert
6/24/2018 12:50:39 PMFirepluk before revert after revert
6/24/2018 12:50:30 PMFirepluk before revert after revert
6/24/2018 12:49:46 PMFirepluk before revert after revert
6/24/2018 12:49:24 PMFirepluk before revert after revert
6/24/2018 12:47:52 PMFirepluk before revert after revert
6/24/2018 12:47:46 PMFirepluk before revert after revert
6/24/2018 12:47:17 PMFirepluk before revert after revert
Before After
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?