I’m having a bit of trouble where my calls to setVoxel sometimes don’t work properly and I’m wondering if anyone else is seeing similar issues. At minimum it seems that there is a queuing problem or race condition, or perhaps I’m just asking it to do something that isn’t supported.
The basic issue is that my script is rapidly issuing a pile of setVoxel commands, including interleaved getVoxelAt calls and often setVoxel on voxels that I just recently set. I’m using the voxel space as a simple memory for my script, so it is important that if I set < a,b,c > to red, it’ll be red when I look again. But: while that appears to be true, it doesn’t always render properly. Usually the problem is missing voxels (holes in my build), but interestingly sometimes I see voxels that are filled but appear to be black. In my shared snapshot https://alphas.highfidelity.io/t/random-picture-thread/244/391?u=mthome you can see a hole near the middle left of the labyrinth.
The other symptom is that my build appears really quickly when I initially run the script, and then gets re-rendered slowly as the round trip data comes back from the server side - aside from being much much slower to draw (several orders of magnitude), it is clear that the errors are being introduced during this stage: somewhere between the packets that are sent from my client (from the local voxel cache?) and the world update packets returning from the server (see https://alphas.highfidelity.io/t/random-picture-thread/244/392 - the maze looked great until it started repainting from the server - oddly with the same row of voxels getting repainted a bunch of times).
Anyway - suggestions would be welcome!