in high-action situations there can be a -lot- of data leaving spring via LuaMsgs in the span of just a few frames, which triggers a warning from spring and occasionally messes with player control. Events should be queued and trickled out to the autohost over a few (~5?) seconds. some batching would also be a good idea (particularly for unit deaths).
in high-action situations there can be a -lot- of data leaving spring via LuaMsgs in the span of just a few frames, which triggers a warning from spring and occasionally messes with player control. Events should be queued and trickled out to the autohost over a few (~5?) seconds. some batching would also be a good idea (particularly for unit deaths).