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Check if any component is dirty before serializing stuff (#135)
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@ -653,6 +653,8 @@ internal void HandleRPC(int componentIndex, int cmdHash, NetworkReader reader)
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// invoked by unity runtime immediately after the regular "Update()" function.
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// invoked by unity runtime immediately after the regular "Update()" function.
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internal void UNetUpdate()
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internal void UNetUpdate()
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{
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if (m_NetworkBehaviours.Any(comp => comp.IsDirty()))
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{
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{
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// serialize all the dirty components and send (if any were dirty)
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// serialize all the dirty components and send (if any were dirty)
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NetworkWriter writer = new NetworkWriter();
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NetworkWriter writer = new NetworkWriter();
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@ -666,6 +668,7 @@ internal void UNetUpdate()
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NetworkServer.SendToReady(gameObject, (short)MsgType.UpdateVars, message);
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NetworkServer.SendToReady(gameObject, (short)MsgType.UpdateVars, message);
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}
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}
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}
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}
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}
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internal void OnUpdateVars(NetworkReader reader, bool initialState)
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internal void OnUpdateVars(NetworkReader reader, bool initialState)
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{
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{
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