protected override void OnUpdate()
        {
            worldSceneEntitiesSystem.Update();
            networkSystem.Update();

            if (!networkSystem.IsConnected)
            {
                return;
            }

            handleTimeSystem.Update();

            setRenderTimeSystem.Update();

            replicateEntitySystemGroup.Update();

            setPredictTimeSystem.Update();

            predictSystem.Update();

            itemClientSystemGroup.Update();

            predictPresentationSystemGroup.Update();

            setRenderTimeSystem.Update();

            despawnSystemGroup.Update();

            networkSystem.SendData();
        }
示例#2
0
        private void PreviewTickUpdate()
        {
            var worldTime = GetSingleton <WorldTime>();

            worldTime.GameTick = gameTime;

            inputSystem.StoreCommand(worldTime.Tick);
            inputSystem.ResetInput();

            initSystemGroup.Update();

            spawnCharacterSystem.Update();


            updateReplicatedOwnerFlag.Update();

            // for (var i = 0; i < 1; ++i)
            {
                inputSystem.RetrieveCommand(worldTime.Tick);

                predictUpdateSystem.Update();

                serverSystemGroup.Update();

                spawnSystemGroup.Update();
                addItemComponentSystem.Update();
            }


            predictPresentationSystemGroup.Update();

            addDespawnServerSystem.Update();
            despawnSystemGroup.Update();

            SetSingleton(worldTime);
        }