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Multiplayer #20
Multiplayer #20
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…into multiplayer
…into multiplayer
…Move script and into runtime and initialize windows for find server, sessions, and send data
…nd fetching sessions
Intrinsics can change every frame so we can't assume it's static. Have to log every frame.
Also, something is wrong with the CI? |
We haven't done the implementation for benchmarking with synchronous data sending right now, so pyright throws error with unused variables |
Let's ignore those lines for the unimplemented parts. |
python/.vscode/extensions.json
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{ |
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I think we should only have the .vscode
folder at the project root level.
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I didn't put the unity/.vscode
directory in because I didn't want to mess with the default-generated stuff Unity gave us. I did solidify the python/.vscode
directory though
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@private | ||
def LeaveSession( |
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Why is this function is this Camel Case function named?
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It's a gRPC handler's convention. It has to be camelCase to override the stub handler/interface in ARFlowServiceServicer
interceptors = [ErrorInterceptor()] # pyright: ignore [reportUnknownVariableType] | ||
server = grpc.server( # pyright: ignore [reportUnknownMemberType] | ||
futures.ThreadPoolExecutor(max_workers=10), | ||
compression=grpc.Compression.Gzip, |
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Any potential real-time performance impact on using compression v.s. no compression?
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Note: this was discussed in a previous meeting. Detailed performance improvement needs to be measured.
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Yes, I took notes of it and will setup benchmark tests after I have done the unit tests for the server code (almost done).
Sorry, I just realized I didn't submit the reviews. Take a look at the comments above. |
@FelixNgFender The CI is still failing. Can we have a quick fix for that? Maybe ignore some unused pytest code. |
I disabled typechecking & testing temporarily for this PR. We will add it back when testing & benchmarking is done. |
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LGTM.
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