Compress large networked entity events #5027
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This PR makes networked
EntityEventArgs
get automatically compressed if they are over 1024 bytes (game states currently get compressed above 256 bytes). This is probably useful for systems that consistently send easily compressible data (e.g., gas tile overlay), or just send large messages (e.g., some admin/debug overlays).I'm somewhat unsure about what to do in the case of multi-threaded message sending.
RaiseNetworkEvent
now takes in an optionalZStdCompressionContext
, so callers could use something like thePvsThreadResources
pool, but it defaults to using aThreadLocal<ZStdCompressionContext>
.This PR also removes the
EntityMessageType
enum, seeing as it was unused, and I'm not sure what it was event meant to be used for.