[DiscordArchive] We don't seem to encounter this issue, I don't know our process off the top of my head. Perhaps <@27
[DiscordArchive] We don't seem to encounter this issue, I don't know our process off the top of my head. Perhaps <@27
Archived author: Titi • Posted: 2022-11-09T19:46:46.692000+00:00
Original source
Current implementation which rewrites all adts doesn't really make sense
Archived author: Titi • Posted: 2022-11-09T19:47:48.211000+00:00
Original source
Check all used uids in the whole map first, then reassign only those that are duplicates
Archived author: Deleted User • Posted: 2022-11-09T19:48:45.188000+00:00
Original source
Being able to set a custom lower bounds for uids per map and per developer would help.
Archived author: Deleted User • Posted: 2022-11-09T19:49:02.947000+00:00
Original source
Then we can just assign devs a chunk of 10000 or something. We'd never individually add more than that tbh
Archived author: Nix • Posted: 2022-11-09T22:14:24.252000+00:00
Original source
Maybe with a hashmap, but at some point it might also just be faster to assign a new one rather than keeping track of duplicates.
Archived author: Titi • Posted: 2022-11-09T22:15:06.170000+00:00
Original source
yeah but the result of this is rewritting all the ADTs, I don't think that it is acceptable
Archived author: Nix • Posted: 2022-11-09T22:15:07.490000+00:00
Original source
It really depends on how big your map is, if it is incredibly large, checking if the ID is already in use could be more expensive
Archived author: Nix • Posted: 2022-11-09T22:15:39.829000+00:00
Original source
Just make it deterministic I suppose
Archived author: Nix • Posted: 2022-11-09T22:16:28.438000+00:00
Original source
Everytime you regen, the same chunks/objects should always get the same IDs, and when you add new objects, they get added to the end of the list meaning regen could still calculate the correct UID, but also check if that is the current UID before saving the ADT again
Archived author: Nix • Posted: 2022-11-09T22:17:22.335000+00:00
Original source
Then the only times you'd have to overwrite is if you remove a lot of objects, or remove an object that was spawned long ago, but at that point you will be paying the cost of wherever that object was till the end, and when adding new stuff, it should be fairly minimal work needed to regen