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Merge branch 'master' into Basic-C2S-SyncVars
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commit
b00e37c633
@ -133,7 +133,7 @@ protected virtual void OnClientToServerSync(Vector3? position, Quaternion? rotat
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target.localScale);
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target.localScale);
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// Debug.Log($"{name}: corrected history on server to fix initial stutter after not sending for a while.");
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// Debug.Log($"{name}: corrected history on server to fix initial stutter after not sending for a while.");
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}
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}
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AddSnapshot(serverSnapshots, connectionToClient.remoteTimeStamp, position, rotation, scale);
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AddSnapshot(serverSnapshots, connectionToClient.remoteTimeStamp, position, rotation, scale);
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}
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}
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@ -310,7 +310,11 @@ void UpdateServer()
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// -> don't apply for host mode player objects either, even if in
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// -> don't apply for host mode player objects either, even if in
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// client authority mode. if it doesn't go over the network,
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// client authority mode. if it doesn't go over the network,
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// then we don't need to do anything.
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// then we don't need to do anything.
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if (syncDirection == SyncDirection.ClientToServer && !isOwned)
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// -> connectionToClient is briefly null after scene changes:
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// https://github.com/MirrorNetworking/Mirror/issues/3329
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if (syncDirection == SyncDirection.ClientToServer &&
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connectionToClient != null &&
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!isOwned)
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{
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{
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if (serverSnapshots.Count > 0)
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if (serverSnapshots.Count > 0)
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{
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{
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@ -1,8 +1,6 @@
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// NetworkTransform V2 by mischa (2021-07)
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// NetworkTransform V2 by mischa (2021-07)
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// comment out the below line to quickly revert the onlySyncOnChange feature
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// comment out the below line to quickly revert the onlySyncOnChange feature
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#define onlySyncOnChange_BANDWIDTH_SAVING
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#define onlySyncOnChange_BANDWIDTH_SAVING
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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namespace Mirror
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namespace Mirror
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@ -234,7 +232,11 @@ void UpdateServer()
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// -> don't apply for host mode player objects either, even if in
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// -> don't apply for host mode player objects either, even if in
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// client authority mode. if it doesn't go over the network,
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// client authority mode. if it doesn't go over the network,
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// then we don't need to do anything.
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// then we don't need to do anything.
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if (syncDirection == SyncDirection.ClientToServer && !isOwned)
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// -> connectionToClient is briefly null after scene changes:
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// https://github.com/MirrorNetworking/Mirror/issues/3329
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if (syncDirection == SyncDirection.ClientToServer &&
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connectionToClient != null &&
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!isOwned)
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{
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{
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if (serverSnapshots.Count > 0)
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if (serverSnapshots.Count > 0)
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{
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{
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