From 02530f1e9e426e82df62e2b51f00cb91ef71dd3c Mon Sep 17 00:00:00 2001 From: Huw Dawson Date: Tue, 13 Apr 2021 00:16:01 +0100 Subject: [PATCH] Fix the current clock value being synced (!!) --- Assets/VRCBilliardsCE/Scripts/PoolStateManager.cs | 11 +++++------ 1 file changed, 5 insertions(+), 6 deletions(-) diff --git a/Assets/VRCBilliardsCE/Scripts/PoolStateManager.cs b/Assets/VRCBilliardsCE/Scripts/PoolStateManager.cs index e4ce32a..86b8f20 100644 --- a/Assets/VRCBilliardsCE/Scripts/PoolStateManager.cs +++ b/Assets/VRCBilliardsCE/Scripts/PoolStateManager.cs @@ -303,7 +303,6 @@ public class PoolStateManager : UdonSharpBehaviour /// /// 20:0 (0xffff) Latest packet number /// - [UdonSynced] private uint currentClock; /// /// 21:0 (0xffff) Game number @@ -1584,11 +1583,11 @@ private void ReadNetworkData() // TODO: Investigate why clock values are not being incremented correctly. // It looks like Clock can be discarded. IMO it is still a useful check, but it can be safely disabled ATM. - // if (newClock <= currentClock) - // { - // Debug.LogWarning($"[FairlySadPanda.PoolStateManager] [ReadNetworkData] Received a new network payload, but the clock {newClock} was not greater than the current clock value {currentClock}"); - // return; - // } + if (newClock <= currentClock) + { + Debug.LogWarning($"[FairlySadPanda.PoolStateManager] [ReadNetworkData] Received a new network payload, but the clock {newClock} was not greater than the current clock value {currentClock}"); + return; + } currentClock = newClock;