Open
Conversation
Member
Author
|
Yeah ngl just realized we could still require demos if we just do it through sar_record_at instead of sar_autorecord. So now I do actually care about this one getting merged, so lmk if there's anything that needs changing for approval. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
I don't mind if this one isn't merged, I just did like 99% of it before I accidentally proved my use-case invalid.
Due to what was almost definitely a gross misreading of a conversation I had with Mlugg I was under the impression that the reason things break in Mel when demos are recording is due to the massive lag spike from the force update.
My thought process was that the lag spike occurs because the game is syncing up the client and the server so playback is accurate. SO if we just don't care about demo playback we can tell it to not do that syncing process, prevent the lag spike, and get at least some demos for people to submit with Mel (which will at least contain some anti-cheat information and improve verification practices).
During the process I found that there are actually two full updates right after each other. One happens just due to the demo being started, the other happens because of changes to the value of cl_localnetworkbackdoor. This is when I learned that actually demo recording only breaks stuff (the things I tested) due to cl_localnetworkbackdoor being set to 0. Unfortunately this invalidates my use-case as I don't think there's any real practical way to have demos not change the value of cl_localnetworkbackdoor other than just having it at 0 prior to the demo starting (which ofc breaks the level).
The solution actually does work there are no lag spikes from demo recording after the cvar is changed (there is a one time one right when you change the cvar because it changes cl_localnetworkbackdoor to 0). The demos are also of course readable. Playback is broken but doesn't crash the game or anything, the game just fails the play them.