mirror of
https://github.com/genxium/DelayNoMore
synced 2025-10-09 08:36:52 +00:00
Fixed some trivial runtime errors.
This commit is contained in:
@@ -440,7 +440,7 @@
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"array": [
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0,
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0,
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216.05530045313827,
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209.73151519075364,
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0,
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0,
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0,
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@@ -1047,6 +1047,7 @@ cc.Class({
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const inputList = self.getCachedInputFrameDownsyncWithPrediction(j).inputList;
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for (let j in self.playerRichInfoArr) {
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const joinIndex = parseInt(j) + 1;
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const playerId = self.playerRichInfoArr[j].id;
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const collisionPlayerIndex = self.collisionPlayerIndexPrefix + joinIndex;
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const playerCollider = collisionSysMap.get(collisionPlayerIndex);
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const player = renderFrame.players[playerId];
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@@ -166,6 +166,7 @@ window.initPersistentSessionClient = function(onopenCb, expectedRoomId) {
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break;
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case window.DOWNSYNC_MSG_ACT_FORCED_RESYNC:
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if (window.handleInputFrameDownsyncBatch && window.handleRoomDownsyncFrame) {
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console.warn("GOT forced resync:", resp);
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// The following order of execution is important, because "handleInputFrameDownsyncBatch" is only available when state is IN_BATTLE
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window.handleRoomDownsyncFrame(resp.rdf);
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window.handleInputFrameDownsyncBatch(resp.inputFrameDownsyncBatch);
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