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@ -37,13 +37,29 @@ public class NetworkTransform : NetworkTransformBase
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double lastServerSendTime;
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// update //////////////////////////////////////////////////////////////
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// Update applies interpolation
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void Update()
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{
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if (isServer) UpdateServerInterpolation();
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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 if' because host mode shouldn't interpolate client
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else if (isClient && !IsClientWithAuthority) UpdateClientInterpolation();
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}
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// LateUpdate broadcasts.
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// movement scripts may change positions in Update.
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// use LateUpdate to ensure changes are detected in the same frame.
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// otherwise this may run before user update, delaying detection until next frame.
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// this could cause visible jitter.
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void LateUpdate()
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{
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// if server then always sync to others.
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if (isServer) UpdateServer();
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if (isServer) UpdateServerBroadcast();
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// client authority, and local player (= allowed to move myself)?
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// 'else if' because host mode shouldn't send anything to server.
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// it is the server. don't overwrite anything there.
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else if (isClient) UpdateClient();
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else if (isClient && IsClientWithAuthority) UpdateClientBroadcast();
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}
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void UpdateServerBroadcast()
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@ -151,15 +167,6 @@ void UpdateServerInterpolation()
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}
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}
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void UpdateServer()
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{
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// broadcast to all clients each 'sendInterval'
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UpdateServerBroadcast();
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// apply buffered snapshots IF client authority
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UpdateServerInterpolation();
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}
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void UpdateClientBroadcast()
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{
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// https://github.com/vis2k/Mirror/pull/2992/
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@ -245,21 +252,6 @@ void UpdateClientInterpolation()
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Apply(computed, to);
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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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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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public override void OnSerialize(NetworkWriter writer, bool initialState)
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{
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// sync target component's position on spawn.
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