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NetworkServer.sendInterval calculated separately so it's easier to change sendRate later
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@ -22,14 +22,13 @@ public static partial class NetworkServer
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// send interval is 1 / sendRate.
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// send interval is 1 / sendRate.
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// but for tests we need a way to set it to exactly 0.
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// but for tests we need a way to set it to exactly 0.
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// 1 / int.max would not be exactly 0, so handel that manually.
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// 1 / int.max would not be exactly 0, so handel that manually.
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public static float tickInterval =>
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public static float tickInterval => tickRate < int.MaxValue ? 1f / tickRate : 0; // for 30 Hz, that's 33ms
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tickRate < int.MaxValue ? 1f / tickRate : 0; // for 30 Hz, that's 33ms
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// broadcast() runs every tick.
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// broadcast() runs every tick.
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// -> components are only synced when dirty though
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// -> components are only synced when dirty though
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// -> Timesnapshots are sent every sendRate
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// -> Timesnapshots are sent every sendRate
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public static int sendRate => tickRate;
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public static int sendRate => tickRate;
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public static float sendInterval => tickInterval;
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public static float sendInterval => sendRate < int.MaxValue ? 1f / sendRate : 0; // for 30 Hz, that's 33ms
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static double lastSendTime;
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static double lastSendTime;
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/// <summary>Connection to host mode client (if any)</summary>
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/// <summary>Connection to host mode client (if any)</summary>
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