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revert previous commit NetworkTime modifications. keep TimeAsDouble
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@ -6,7 +6,9 @@
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// some users may still be using that.
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using System.Runtime.CompilerServices;
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using UnityEngine;
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#if !UNITY_2020_3_OR_NEWER
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using Stopwatch = System.Diagnostics.Stopwatch;
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#endif
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namespace Mirror
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{
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@ -23,15 +25,21 @@ public static class NetworkTime
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static ExponentialMovingAverage _rtt = new ExponentialMovingAverage(PingWindowSize);
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/// <summary>Returns double precision clock time _in this system_, unaffected by the network.</summary>
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#if UNITY_2020_3_OR_NEWER
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public static double localTime
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{
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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get => Time.timeAsDouble;
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}
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#else
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// need stopwatch for older Unity versions, but it's quite slow.
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// CAREFUL: unlike Time.time, this is not a FRAME time.
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// it changes during the frame too.
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static readonly Stopwatch stopwatch = new Stopwatch();
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static NetworkTime() => stopwatch.Start();
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/// <summary>Returns double precision clock time _in this system_, unaffected by the network.</summary>
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public static double localTime => stopwatch.Elapsed.TotalSeconds;
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#endif
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/// <summary>The time in seconds since the server started.</summary>
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// via global NetworkClient snapshot interpolated timeline (if client).
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@ -69,7 +77,9 @@ public static void ResetStatics()
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PingWindowSize = 6;
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lastPingTime = 0;
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_rtt = new ExponentialMovingAverage(PingWindowSize);
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#if !UNITY_2020_3_OR_NEWER
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stopwatch.Restart();
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#endif
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}
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internal static void UpdateClient()
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