Saul Rennison
Saul Rennison
This still isn't ideal, but should be robust enough. If you're concerned about multiple flashbangs going off on the same tick, you can add a radius check. But this should...
Hi, thanks for the suggestion. WIP PR for this here: https://github.com/saul/demofile-net/pull/54 The protocol is different but it wasn't too hard to reverse engineer. I can't test it fully as I...
It's very possible that legacy Source 1 game events aren't available in CS2 broadcasts.
Using multithreaded parsing I can read that demo in 1.9 secs on my Ryzen 7 3800X on an NVMe drive also. I believe for this workload at least .NET seems...
The multithreaded parsing has now been merged and is available in v0.20.1 - thank you.
A full exception could be useful for pinning down exactly what's going on here. Is there a simple way to reproduce this in Unity? I have no familiarity with it
@in0finite do you need to control the flow tick by tick, or is HTTP fragment by HTTP fragment suffice? A fragment holds a couple of seconds worth of ticks.
Recreated this in https://github.com/saul/demofile-net/pull/93 to support driving the parsing with MoveNextAsync
Once this PR is merged, then yes this will definitely be possible, probably a couple of hours work to support Dota: https://github.com/saul/demofile-net/pull/89
See https://github.com/saul/demofile-net/pull/104 for a WIP implementation