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94d69ff6e97107a0e672527514bdd1bf84b93f0c
LuaCsForBarotraumaEP/Subsurface/Source/Networking/NetEntityEvent
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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
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