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fix: #3588 NetworkTransform OnTeleport doesn't call Reset() anymore, causing NetworkTransformReliable's delta compression to get out of sync before
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@ -313,13 +313,22 @@ void RpcReset()
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// common Teleport code for client->server and server->client
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protected virtual void OnTeleport(Vector3 destination)
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{
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// reset any in-progress interpolation & buffers
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Reset();
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// set the new position.
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// interpolation will automatically continue.
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target.position = destination;
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// reset interpolation to immediately jump to the new position.
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// do not call Reset() here, this would cause delta compression to
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// get out of sync for NetworkTransformReliable because NTReliable's
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// 'override Reset()' resets lastDe/SerializedPosition:
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// https://github.com/MirrorNetworking/Mirror/issues/3588
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// because client's next OnSerialize() will delta compress,
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// but server's last delta will have been reset, causing offsets.
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//
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// instead, simply clear snapshots.
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serverSnapshots.Clear();
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clientSnapshots.Clear();
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// TODO
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// what if we still receive a snapshot from before the interpolation?
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// it could easily happen over unreliable.
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@ -329,14 +338,23 @@ protected virtual void OnTeleport(Vector3 destination)
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// common Teleport code for client->server and server->client
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protected virtual void OnTeleport(Vector3 destination, Quaternion rotation)
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{
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// reset any in-progress interpolation & buffers
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Reset();
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// set the new position.
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// interpolation will automatically continue.
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target.position = destination;
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target.rotation = rotation;
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// reset interpolation to immediately jump to the new position.
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// do not call Reset() here, this would cause delta compression to
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// get out of sync for NetworkTransformReliable because NTReliable's
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// 'override Reset()' resets lastDe/SerializedPosition:
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// https://github.com/MirrorNetworking/Mirror/issues/3588
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// because client's next OnSerialize() will delta compress,
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// but server's last delta will have been reset, causing offsets.
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//
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// instead, simply clear snapshots.
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serverSnapshots.Clear();
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clientSnapshots.Clear();
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// TODO
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// what if we still receive a snapshot from before the interpolation?
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// it could easily happen over unreliable.
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@ -405,6 +405,9 @@ static void RewriteHistory(
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);
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}
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// reset state for next session.
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// do not ever call this during a session (i.e. after teleport).
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// calling this will break delta compression.
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public override void Reset()
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{
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base.Reset();
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