Logo
Explore Help
Sign In
vlad.os/LuaCsForBarotraumaEP
1
0
Fork 0
You've already forked LuaCsForBarotraumaEP
Code Issues Packages Projects Releases Wiki Activity
Files
4a37dab3ca15b56e32559e82c8a927fb0a079ce4
LuaCsForBarotraumaEP/Subsurface/Source/Networking/NetEntityEvent
History
Regalis 8c659e2a08 Server checks if midround syncing is needed when a client is in the game (i.e. loaded the sub, etc), not when the client requests the start message. Some clients take longer to start the round than others, and they may miss unique messages even if they were in the lobby when the round started.
Clients also get extra 10 seconds to receive newly created events after the midround syncing is done
2017-03-13 21:50:01 +02:00
..
ClientEntityEventManager.cs
Converted UInt32 ID's to UInt16
2017-03-06 16:25:12 -03:00
NetEntityEvent.cs
Converted UInt32 ID's to UInt16
2017-03-06 16:25:12 -03:00
NetEntityEventManager.cs
ServerEntityEventManager doesn't prevent creating a duplicate event if the previous one has already been sent to someone, handling exceptions in WriteEvent
2017-03-11 15:39:11 +02:00
ServerEntityEventManager.cs
Server checks if midround syncing is needed when a client is in the game (i.e. loaded the sub, etc), not when the client requests the start message. Some clients take longer to start the round than others, and they may miss unique messages even if they were in the lobby when the round started.
2017-03-13 21:50:01 +02:00
Powered by Gitea Version: 1.25.4 Page: 33ms Template: 4ms
English
Bahasa Indonesia Deutsch English Español Français Gaeilge Italiano Latviešu Magyar nyelv Nederlands Polski Português de Portugal Português do Brasil Suomi Svenska Türkçe Čeština Ελληνικά Български Русский Українська فارسی മലയാളം 日本語 简体中文 繁體中文(台灣) 繁體中文(香港) 한국어
Licenses API