Refactoring NetworkScenePostProcssing #608
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problem:
This is not an issue. Server can have multiple objects with the scene Id at once, server only uses scene id to send to client. As long the client doesn't have the same scene open multiple times then the client will know which object it is spawning from the sceneId |
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This is sorta what the current default action under NetworkScenePostProcess. It will so a filtered search of all objects in all scenes for any scene objects that need spawning. |
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3 Features of NetworkScenePostProcssing that need solutions:
Disable scene objects at build time
Find SceneObjects at runtime and spawn them
Allow SceneObjects to be assigned to a NetworkServer/Client (so they work in mutli-Client setup)
Give scene objects a unique scene Id
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