Howdy, I'm using distributed objects to pass the ids, versions of other distributed objects, as well as the overall state variables, and this is working fine.
I have one type of object that contains a pointer and number bytes to an area of memory that should be synchronized between nodes. Obviously this pointer is useless if sent to another machine, so on startup the app sets the data and location in the object. I implemented the applyInstanceData and getInstanceData functions and the data is serialized using the pointer and size. This was working fine using the depreciated setInstanceData func, but I've moved to Equalizer 0.6 and am trying to remove the use of that function. Now the objects do not update in the clients and I've narrowed it down to the client mapping. When map is called, the object's internal data is changed and the pointer is lost (goes to null), so the deserialization fails. I tried calling map with eq::net::Object::VERSION_NONE, but still the same problem. I put a check in applyInstanceData to not deserialize if the object is not mapped (aka VERSION_NONE) and this does not overwrite the pointer, but the app crashes unexpectedly ... There must be something simple I'm missing, because the other objects I use that contain regular variables (non pointers) work fine. Thanks in advace for any info. -- View this message in context: http://n2.nabble.com/Problem-when-mapping-Distributed-Objects-tp2468140p2468140.html Sent from the Equalizer - Parallel Rendering mailing list archive at Nabble.com. _______________________________________________ eq-dev mailing list [email protected] http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev http://www.equalizergraphics.com

