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updateclient split
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@ -494,7 +494,7 @@ protected virtual void OnServerToClientDeltaSync(byte baselineTick, Vector3? pos
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));
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}
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// update //////////////////////////////////////////////////////////////
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// update server ///////////////////////////////////////////////////////
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bool baselineDirty = true;
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void UpdateServerBaseline(double localTime)
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{
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@ -642,14 +642,9 @@ void UpdateServer()
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UpdateServerInterpolation();
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}
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void UpdateClient()
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// update client ///////////////////////////////////////////////////////
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void UpdateClientBroadcast()
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{
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// client authority, and local player (= allowed to move myself)?
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if (IsClientWithAuthority)
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{
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// https://github.com/vis2k/Mirror/pull/2992/
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if (!NetworkClient.ready) return;
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// send to server each 'sendInterval'
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// NetworkTime.localTime for double precision until Unity has it too
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//
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@ -686,9 +681,8 @@ void UpdateClient()
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lastClientSendTime = NetworkTime.localTime;
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}
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}
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// for all other clients (and for local player if !authority),
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// we need to apply snapshots from the buffer
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else
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void UpdateClientInterpolation()
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{
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// only while we have snapshots
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if (clientSnapshots.Count > 0)
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@ -711,6 +705,23 @@ void UpdateClient()
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ApplySnapshot(computed);
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}
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}
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void UpdateClient()
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{
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// client authority, and local player (= allowed to move myself)?
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if (IsClientWithAuthority)
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{
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// https://github.com/vis2k/Mirror/pull/2992/
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if (!NetworkClient.ready) return;
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UpdateClientBroadcast();
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}
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// for all other clients (and for local player if !authority),
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// we need to apply snapshots from the buffer
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else
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{
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UpdateClientInterpolation();
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}
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}
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void Update()
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