kevinortegren / zombieshroom

Large game project
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Deserializing entities when several ability messages with different action IDs are queued up. #137

Closed thomasjevskij closed 10 years ago

rarosu commented 10 years ago

This can be solved by either storing a queue of actions in the action component or by storing ability messages so that only one ActionID is processed each frame. An ugly hack approach to the second solution has been made in the ability-pop branch (by storing the packets in the Client/Server class).

rarosu commented 10 years ago

A queue for ability events has been implemented. This shouldn't be a problem any more.