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Fix for drone deadlock #190
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5c73fd3
Fix for drone deadlock
Baldie-dev 5a1956d
merge and conflict resolution
Baldie-dev 55ba2a9
PR comment addressed.
Baldie-dev f2e437f
Update NebulaPatcher/Patches/Transpilers/MechaDroneLogic_Patch.cs
Baldie-dev 9d90734
conflict resolution
Baldie-dev 2a6cc09
Merge branch 'drone-deadlock-fix' of https://github.com/baldie-dev/ne…
Baldie-dev 7690752
PR comments addressed
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Shouldn't this be locked?
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I believe it is modified only from the main thread, from the
GameTick()
or from theUpdate()
when packets are processed. It is purely used only on the client-side.There was a problem hiding this comment.
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I might be thinking about it too much, but there's not much clarity or convention on when something can be accessed from Host/Client/Both and what is the source of truth for each one.
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For this case of
PendingBuildRequests
it is used by clients to remember, for which prebuilds the request was sent. The issue was following: drone reached the prebuild, client sent request to build it, however from the drone point of view the prebuild still exist and still need to be built. So I have created this list to ignore prebuilds for which the client already sent request and it is just waiting for the response from server.But it is true, that for the "Manager" classes, it is sometimes hard to see, what is used by clients and what by the host.