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SceneSynchronizerDebugger::singleton()->debug_warning(&scene_synchronizer->get_network_interface(), "Current FPS is " + itos(Engine::get_singleton()->get_frames_per_second()) + ", but the minimum required FPS is " + itos(scene_synchronizer->get_frames_per_seconds()) + ", the client is unable to generate enough inputs for the server.", silent);
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SceneSynchronizerDebugger::singleton()->print(WARNING, "Current FPS is " + std::to_string(p_delta > 0.0001 ? 1.0 / p_delta : 0.0) + ", but the minimum required FPS is " + std::to_string(scene_synchronizer->get_frames_per_seconds()) + ", the client is unable to generate enough inputs for the server.", scene_synchronizer->get_network_interface().get_owner_name());
// incremental update so the last received data is always needed to fully
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// reconstruct it.
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SceneSynchronizerDebugger::singleton()->debug_print(&scene_synchronizer->get_network_interface(), "The Client received the server snapshot.", true);
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SceneSynchronizerDebugger::singleton()->print(VERBOSE, "The Client received the server snapshot.", scene_synchronizer->get_network_interface().get_owner_name());
SceneSynchronizerDebugger::singleton()->debug_print(&scene_synchronizer->get_network_interface(), "The Client received the server snapshot WITHOUT `input_id`.", true);
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SceneSynchronizerDebugger::singleton()->print(VERBOSE, "The Client received the server snapshot WITHOUT `input_id`.", scene_synchronizer->get_network_interface().get_owner_name());
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// The controller node is not registered so just assume this snapshot is the most up-to-date.
SceneSynchronizerDebugger::singleton()->debug_print(&scene_synchronizer->get_network_interface(), "The Client received the server snapshot: " + uitos(p_snapshot.input_id.id), true);
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SceneSynchronizerDebugger::singleton()->print(VERBOSE, "The Client received the server snapshot: " + p_snapshot.input_id, scene_synchronizer->get_network_interface().get_owner_name());
if (last_received_server_snapshot->input_id == FrameIndex::NONE) {
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// The server last received snapshot is a no input snapshot. Just assume it's the most up-to-date.
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SceneSynchronizerDebugger::singleton()->debug_print(&scene_synchronizer->get_network_interface(), "The client received a \"no input\" snapshot, so the client is setting it right away assuming is the most updated one.", true);
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SceneSynchronizerDebugger::singleton()->print(VERBOSE, "The client received a \"no input\" snapshot, so the client is setting it right away assuming is the most updated one.", scene_synchronizer->get_network_interface().get_owner_name());
SceneSynchronizerDebugger::singleton()->debug_print(&scene_synchronizer->get_network_interface(), "No sub ticks: this is not bu a bug; it's the lag compensation algorithm.", true);
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SceneSynchronizerDebugger::singleton()->print(VERBOSE, "No sub ticks: this is not bu a bug; it's the lag compensation algorithm.", scene_synchronizer->get_network_interface().get_owner_name());
SceneSynchronizerDebugger::singleton()->print(ERROR, "The function `receive_trickled_sync_data` failed applying the epoch because the received buffer is malformed. The node with ID `" + node_id + "` reported that the sub buffer size is `" + std::to_string(buffer_bit_count) + "` but the main-buffer doesn't have so many bits.", scene_synchronizer->get_network_interface().get_owner_name());
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SceneSynchronizerDebugger::singleton()->print(ERROR, "The function `receive_trickled_sync_data` failed applying the epoch because the received buffer is malformed. The node with ID `" + object_id + "` reported that the sub buffer size is `" + std::to_string(buffer_bit_count) + "` but the main-buffer doesn't have so many bits.", scene_synchronizer->get_network_interface().get_owner_name());
SceneSynchronizerDebugger::singleton()->debug_print(&scene_synchronizer->get_network_interface(), "The function `receive_trickled_sync_data` is skiplatency the node with ID `" + itos(node_id.id) + "` as it was not found locally.");
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SceneSynchronizerDebugger::singleton()->print(INFO, "The function `receive_trickled_sync_data` is skiplatency the node with ID `" + object_id + "` as it was not found locally.", scene_synchronizer->get_network_interface().get_owner_name());
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