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@ -32,7 +32,10 @@ static NetworkTime()
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static double offsetMax = double.MaxValue;
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static double offsetMax = double.MaxValue;
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/// <summary>Returns double precision clock time _in this system_, unaffected by the network.</summary>
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/// <summary>Returns double precision clock time _in this system_, unaffected by the network.</summary>
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// => useful until we have Unity's 'double' Time.time
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// useful until we have Unity's 'double' Time.time
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//
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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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public static double localTime => stopwatch.Elapsed.TotalSeconds;
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public static double localTime => stopwatch.Elapsed.TotalSeconds;
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/// <summary>The time in seconds since the server started.</summary>
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/// <summary>The time in seconds since the server started.</summary>
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