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https://github.com/genxium/DelayNoMore
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Added back important comment.
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@ -512,7 +512,8 @@ cc.Class({
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window.clearBoundRoomIdInBothVolatileAndPersistentStorage();
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window.initPersistentSessionClient(self.initAfterWSConnected, null /* Deliberately NOT passing in any `expectedRoomId`. -- YFLu */ );
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};
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resultPanelScriptIns.onCloseDelegate = () => {};
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resultPanelScriptIns.onCloseDelegate = () => {
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};
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self.gameRuleNode = cc.instantiate(self.gameRulePrefab);
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self.gameRuleNode.width = self.canvasNode.width;
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@ -1443,6 +1444,10 @@ othersForcedDownsyncRenderFrame=${self._stringifyGopkgRdfForFrameDataLogging(oth
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if (hasInputFrameUpdatedOnDynamics) {
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const ii = gopkgs.ConvertToFirstUsedRenderFrameId(j);
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if (ii < i) {
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/*
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[WARNING]
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If we don't rollback at this spot, when the mutated "delayedInputFrame.inputList" a.k.a. "inputFrame#j" matches the later downsynced version, rollback WOULDN'T be triggered for the incorrectly rendered "renderFrame#(ii+1)", and it would STAY IN HISTORY FOREVER -- as the history becomes incorrect, EVERY LATEST renderFrame since "inputFrame#j" was mutated would be ALWAYS incorrectly rendering too!
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*/
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self._handleIncorrectlyRenderedPrediction(j, null, false);
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}
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}
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