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Update NetworkClient.cs
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@ -273,8 +273,8 @@ internal static void Update()
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while (localClientPacketQueue.Count > 0)
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{
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byte[] packet = localClientPacketQueue.Dequeue();
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// TODO avoid serializing and deserializng the message
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// just pass it as is
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// Treat host player messages exactly like connected client
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// to avoid deceptive / misleading behavior differences
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OnDataReceived(new ArraySegment<byte>(packet), Channels.DefaultReliable);
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}
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}
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