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Description
While testing with the fake server, the collision bag works flawless. If you send a collision once, this happens:
Collision occured!!! 12 vs. wall
14:38:34.5311600 OnCollision (0vs1), contantTrees.Count=0, partOfATree=False
14:38:34.5648001 OnCollision (1vs0), contantTrees.Count=1, partOfATree=True
14:38:38.6455117: Collision bag finished (0 vs. 1)
Action for car 0: None
Action for car 1: None
4.1s after the collision the bag is finished.
If you click multiple times inside those 4.1s, like this:
14:38:40.3955123 OnCollision (0vs1), contantTrees.Count=0, partOfATree=False
14:38:40.4267726 OnCollision (1vs0), contantTrees.Count=1, partOfATree=True
14:38:40.5986626 OnCollision (0vs1), contantTrees.Count=1, partOfATree=True
14:38:40.6454821 OnCollision (1vs0), contantTrees.Count=1, partOfATree=True
14:38:40.8174054 OnCollision (0vs1), contantTrees.Count=1, partOfATree=True
14:38:40.8486473 OnCollision (1vs0), contantTrees.Count=1, partOfATree=True
14:38:41.0048982 OnCollision (0vs1), contantTrees.Count=1, partOfATree=True
14:38:41.0400860 OnCollision (1vs0), contantTrees.Count=1, partOfATree=True
14:38:41.2243874 OnCollision (0vs1), contantTrees.Count=1, partOfATree=True
14:38:41.2450584 OnCollision (1vs0), contantTrees.Count=1, partOfATree=True
14:38:45.3589912: Collision bag finished (0 vs. 1)
Action for car 0: None
Action for car 1: None
The bag collects them all, fine.
On the live systems I can see that this isn't happening, somehow the duration of the collision bag thread is much shorter. You can even feel one bump and get two distinct warnings (#1 AND #2), probably because the the 0vs1 bag is already done when the 1vs0 message arrives.
Questions:
- How is such a difference between fake server and acServer? Probably the single-theaded send with little delay?
- Why should the bag endure 4.1s on the test system and 0.001 seconds on the live system?