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Now only used in character position syncing, but some other entities may also have an use for it (e.g. discarding outdated data)
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@@ -22,6 +22,6 @@ namespace Barotrauma.Networking
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UInt32 NetStateID { get; }
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void ServerWrite(NetOutgoingMessage msg, Client c);
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void ClientRead(NetIncomingMessage msg);
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void ClientRead(NetIncomingMessage msg, float sendingTime);
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}
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}
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