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Fix reliable buffer issue for networking and duplicating #8

@vlazed

Description

@vlazed

So far, Stop Motion Helper uses the old net library to send keyframe data over. This is satisfiable for animations for approximately N keyframes (experientially, I found that N is 1000 keyframes). Any higher, and we start overflowing the reliable buffer.

Similarly, attempting to copy or paste entities with animation data results in a reliable buffer overflow.

Ways to overflow the reliable buffer in Stop Motion Helper:

  • Select an entity with at least N frames
  • Copy an entity with animation data
  • Paste an entity with animation data

This issue shall report solutions to keep the data usage under the reliable buffer bandwidth

Potential Solutions

  • Overhaul some keyframe networking with netstream-like solution
  • Add guards for copying and pasting animation data. This is useful if you want to ensure that a player doesn't crash from duplicating a potentially malicious dupe from the workshop

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