Fix name reuse issues for actors, and make luprex IDs more readable
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@@ -37,17 +37,19 @@
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//
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// THE NUMERIC RANGES
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//
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// The largest integer that can be stored losslessly in a lua_Number is:
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// Any 53-bit number can be losslessly stored in a lua_Number. In other
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// words, the largest integer that can be stored losslessly is:
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//
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// * 0x0020000000000000
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// * 0x001FFFFFFFFFFFFF
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//
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// In other words, any 53-bit number can be stored. We subdivide the range as
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// follows:
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// As it turns out, that's just barely larger than 9 quadrillion. We are
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// going to use IDs that are between 0 and 9 quadrillion. We divide the
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// range of possible IDs into several subsections:
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//
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// * 0x0000+ : manually created IDs.
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// * 0x0001+ : used by master model's IdGlobalPool to create batches.
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// * 0x0010+ : used by master model's IdGlobalPool to create individual IDs.
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// * 0x001E+ : used by sync model's IdGlobalPool to create individual IDs.
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// 0 quadrillion + : manually created IDs.
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// 1 quadrillion + : used by master model's IdGlobalPool to create batches.
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// 5 quadrillion + : used by master model's IdGlobalPool to create individual IDs.
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// 8 quadrillion + : used by sync model's IdGlobalPool to create individual IDs.
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//
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// If you exhaust the Master Model's invididual pool at a rate of 10,000,000 IDs
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// per second, the individual pool will last for 12 years.
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