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NetworkTime.UpdateClient doesn't require NetworkClient anymore
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parent
8c125d2fd3
commit
cd56c6a6f7
@ -111,7 +111,7 @@ void OnConnected()
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// the handler may want to send messages to the client
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// the handler may want to send messages to the client
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// thus we should set the connected state before calling the handler
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// thus we should set the connected state before calling the handler
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connectState = ConnectState.Connected;
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connectState = ConnectState.Connected;
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NetworkTime.UpdateClient(this);
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NetworkTime.UpdateClient();
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connection.InvokeHandler(new ConnectMessage());
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connection.InvokeHandler(new ConnectMessage());
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}
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}
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else Debug.LogError("Skipped Connect message handling because m_Connection is null.");
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else Debug.LogError("Skipped Connect message handling because m_Connection is null.");
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@ -178,7 +178,7 @@ internal virtual void Update()
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// only update things while connected
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// only update things while connected
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if (active && connectState == ConnectState.Connected)
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if (active && connectState == ConnectState.Connected)
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{
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{
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NetworkTime.UpdateClient(this);
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NetworkTime.UpdateClient();
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}
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}
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}
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}
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@ -50,12 +50,12 @@ internal static NetworkPingMessage GetPing()
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return new NetworkPingMessage(LocalTime());
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return new NetworkPingMessage(LocalTime());
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}
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}
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internal static void UpdateClient(NetworkClient networkClient)
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internal static void UpdateClient()
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{
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{
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if (Time.time - lastPingTime >= PingFrequency)
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if (Time.time - lastPingTime >= PingFrequency)
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{
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{
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NetworkPingMessage pingMessage = GetPing();
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NetworkPingMessage pingMessage = GetPing();
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networkClient.Send(pingMessage);
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NetworkClient.Send(pingMessage);
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lastPingTime = Time.time;
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lastPingTime = Time.time;
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}
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}
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}
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}
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