InGame update messages include a timestamp which is passed to the ClientRead methods
Now only used in character position syncing, but some other entities may also have an use for it (e.g. discarding outdated data)
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@@ -1820,8 +1820,6 @@ namespace Barotrauma
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public virtual void ServerWrite(NetOutgoingMessage msg, Client c)
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{
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msg.Write(ID);
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//todo: only write this once in each packet, not for each character
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msg.Write((float)NetTime.Now);
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msg.Write(AnimController.Dir > 0.0f);
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@@ -1829,7 +1827,7 @@ namespace Barotrauma
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msg.Write(SimPosition.Y);
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}
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public static void ClientReadStatic(NetIncomingMessage msg)
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public static void ClientReadStatic(NetIncomingMessage msg, float sendingTime)
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{
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UInt16 id = msg.ReadUInt16();
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var character = Entity.FindEntityByID(id) as Character;
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@@ -1838,25 +1836,24 @@ namespace Barotrauma
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{
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//skip through the rest of the message
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//todo: a better way to skip through the message?
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msg.Position += 32 + 1 + 32 + 32;
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msg.Position += 1 + 32 + 32;
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}
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else
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{
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character.ClientRead(msg);
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character.ClientRead(msg, sendingTime);
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}
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}
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public virtual void ClientRead(NetIncomingMessage msg)
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public virtual void ClientRead(NetIncomingMessage msg, float sendingTime)
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{
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float sendingTime = msg.ReadSingle();
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//float sendingTime = msg.ReadSingle();
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bool facingRight = msg.ReadBoolean();
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Vector2 pos = new Vector2(msg.ReadFloat(), msg.ReadFloat());
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var posInfo = new PosInfo(
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pos,
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facingRight ? Direction.Right : Direction.Left,
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sendingTime - msg.SenderConnection.RemoteTimeOffset);
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sendingTime);
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int index = 0;
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while (index < memPos.Count && posInfo.Timestamp > memPos[index].Timestamp)
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