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fix desync check (#123)
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internal/gameServer/udp.go

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -160,7 +160,7 @@ func (g *GameServer) processUDP(addr *net.UDPAddr) {
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viCount := binary.BigEndian.Uint32(g.GameData.recvBuffer[1:])
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syncValue, ok := g.GameData.SyncValues.Get(viCount)
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if !ok {
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g.GameData.SyncValues.Add(viCount, g.GameData.recvBuffer[5:133])
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g.GameData.SyncValues.Add(viCount, bytes.Clone(g.GameData.recvBuffer[5:133]))
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} else if !bytes.Equal(syncValue, g.GameData.recvBuffer[5:133]) {
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g.GameDataMutex.Lock() // Status can be modified by ManagePlayers in a different thread
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g.GameData.Status |= StatusDesync

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