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
So far, Stop Motion Helper uses the old
netlibrary 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:
This issue shall report solutions to keep the data usage under the reliable buffer bandwidth
Potential Solutions
netstream-like solution