Remove need to define custom network header in upstream
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@@ -18,7 +18,7 @@ partial class NetworkingService : INetworkingService, IEventServerConnected, IEv
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public void OnReceivedServerNetMessage(IReadMessage netMessage, ServerPacketHeader serverPacketHeader)
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{
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if (serverPacketHeader != ServerPacketHeader.LUA_NET_MESSAGE)
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if (serverPacketHeader != ServerHeader)
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{
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return;
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}
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@@ -46,7 +46,7 @@ partial class NetworkingService : INetworkingService, IEventServerConnected, IEv
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if (GameMain.Client == null) { return; }
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WriteOnlyMessage message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
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message.WriteByte((byte)ClientHeader);
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message.WriteByte((byte)ClientToServer.RequestSync);
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GameMain.Client.ClientPeer.Send(message, DeliveryMethod.Reliable);
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}
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@@ -55,7 +55,7 @@ partial class NetworkingService : INetworkingService, IEventServerConnected, IEv
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{
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var message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
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message.WriteByte((byte)ClientHeader);
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if (idToPacket.ContainsKey(netId))
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{
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@@ -86,7 +86,7 @@ partial class NetworkingService : INetworkingService, IEventServerConnected, IEv
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if (GameMain.Client == null) { return; }
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WriteOnlyMessage message = new WriteOnlyMessage();
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message.WriteByte((byte)ClientPacketHeader.LUA_NET_MESSAGE);
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message.WriteByte((byte)ClientHeader);
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message.WriteByte((byte)ClientToServer.RequestSingleNetId);
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NetId.Write(message, netId);
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