The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
204 lines
8.8 KiB
C#
204 lines
8.8 KiB
C#
#if !MULTIPLAYER_TOOLS
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using System;
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using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;
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namespace Unity.Netcode.RuntimeTests
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{
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/// <summary>
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/// Tests the times of two clients connecting to a server using the SIPTransport (returns 50ms RTT but has no latency simulation)
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/// </summary>
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internal class TimeIntegrationTest : NetcodeIntegrationTest
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{
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private const double k_AdditionalTimeTolerance = 0.3333d; // magic number and in theory not needed but without this mac os test fail in Yamato because it looks like we get random framerate drops during unit test.
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private NetworkTimeState m_ServerState;
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private NetworkTimeState m_Client1State;
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private NetworkTimeState m_Client2State;
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protected override int NumberOfClients => 2;
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protected override NetworkManagerInstatiationMode OnSetIntegrationTestMode()
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{
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return NetworkManagerInstatiationMode.DoNotCreate;
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}
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private void UpdateTimeStates()
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{
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m_ServerState = new NetworkTimeState(m_ServerNetworkManager);
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m_Client1State = new NetworkTimeState(m_ClientNetworkManagers[0]);
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m_Client2State = new NetworkTimeState(m_ClientNetworkManagers[1]);
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}
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[UnityTest]
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[TestCase(60, 30u, ExpectedResult = null)]
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[TestCase(30, 30u, ExpectedResult = null)]
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[TestCase(40, 30u, ExpectedResult = null)]
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[TestCase(10, 30u, ExpectedResult = null)]
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[TestCase(60, 60u, ExpectedResult = null)]
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[TestCase(60, 10u, ExpectedResult = null)]
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public IEnumerator TestTimeIntegrationTest(int targetFrameRate, uint tickRate)
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{
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yield return StartSomeClientsAndServerWithPlayersCustom(true, NumberOfClients, targetFrameRate, tickRate);
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var additionalTimeTolerance = k_AdditionalTimeTolerance;
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// Mac can dip down below 10fps when set at a 10fps range (i.e. known to hit as low as 8.85 fps)
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// With the really low frame rate, add some additional time tolerance
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if (targetFrameRate == 10)
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{
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additionalTimeTolerance += 0.0333333333333f;
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}
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double frameInterval = 1d / targetFrameRate;
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double tickInterval = 1d / tickRate;
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var server = m_ServerNetworkManager;
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var firstClient = m_ClientNetworkManagers[0];
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var secondClient = m_ClientNetworkManagers[1];
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// increase the buffer time of client 2 // the values for client 1 are 0.0333/0.0333 here
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secondClient.NetworkTimeSystem.LocalBufferSec = 0.2;
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secondClient.NetworkTimeSystem.ServerBufferSec = 0.1;
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UpdateTimeStates();
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// wait for a few ticks to pass
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for (int i = 0; i < 4; i++)
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{
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yield return s_DefaultWaitForTick;
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}
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var framesToRun = 3d / frameInterval;
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var waitForNextFrame = new WaitForFixedUpdate();
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for (int i = 0; i < framesToRun; i++)
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{
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// Assure we wait for 1 frame to get the current frame time to check for low frame rates relative to expected frame rates
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yield return waitForNextFrame;
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// Adjust the time tolerance based on slower than expected FPS
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var currentFPS = 1.0f / Time.deltaTime;
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var fpsAdjustment = 1.0f;
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var currentAdjustment = additionalTimeTolerance;
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if (currentFPS < targetFrameRate)
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{
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// Get the % slower and increase the time tolerance based on that %
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var fpsDelta = targetFrameRate - currentFPS;
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fpsAdjustment = 1.0f / fpsDelta;
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currentAdjustment += additionalTimeTolerance * fpsAdjustment;
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}
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UpdateTimeStates();
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// compares whether client times have the correct offset to server
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m_ServerState.AssertCheckDifference(m_Client1State, tickInterval, tickInterval, tickInterval * 2 + frameInterval * 2 + currentAdjustment);
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m_ServerState.AssertCheckDifference(m_Client2State, 0.2, 0.1, tickInterval * 2 + frameInterval * 2 + currentAdjustment);
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// compares the two client times, only difference should be based on buffering.
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m_Client1State.AssertCheckDifference(m_Client2State, 0.2 - tickInterval, (0.1 - tickInterval), tickInterval * 2 + frameInterval * 2 + currentAdjustment);
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}
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}
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protected override IEnumerator OnTearDown()
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{
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// Always "shutdown in a tear-down" otherwise you can cause all proceeding tests to fail
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ShutdownAndCleanUp();
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yield return base.OnTearDown();
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}
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// This is from NetcodeIntegrationTest but we need a custom version of this to modifiy the config
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private IEnumerator StartSomeClientsAndServerWithPlayersCustom(bool useHost, int nbClients, int targetFrameRate, uint tickRate)
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{
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// Create multiple NetworkManager instances
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if (!NetcodeIntegrationTestHelpers.Create(nbClients, out NetworkManager server, out NetworkManager[] clients, targetFrameRate))
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{
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Debug.LogError("Failed to create instances");
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Assert.Fail("Failed to create instances");
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}
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m_ClientNetworkManagers = clients;
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m_ServerNetworkManager = server;
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// Create playerPrefab
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m_PlayerPrefab = new GameObject("Player");
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NetworkObject networkObject = m_PlayerPrefab.AddComponent<NetworkObject>();
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/*
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* Normally we would only allow player prefabs to be set to a prefab. Not runtime created objects.
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* In order to prevent having a Resource folder full of a TON of prefabs that we have to maintain,
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* NetcodeIntegrationTestHelpers has a helper function that lets you mark a runtime created object to be
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* treated as a prefab by the Netcode. That's how we can get away with creating the player prefab
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* at runtime without it being treated as a SceneObject or causing other conflicts with the Netcode.
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*/
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// Make it a prefab
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NetcodeIntegrationTestHelpers.MakeNetworkObjectTestPrefab(networkObject);
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// Set the player prefab
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server.NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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for (int i = 0; i < clients.Length; i++)
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{
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clients[i].NetworkConfig.PlayerPrefab = m_PlayerPrefab;
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clients[i].NetworkConfig.TickRate = tickRate;
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}
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server.NetworkConfig.TickRate = tickRate;
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// Start the instances
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if (!NetcodeIntegrationTestHelpers.Start(useHost, server, clients))
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{
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Debug.LogError("Failed to start instances");
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Assert.Fail("Failed to start instances");
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}
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// Wait for connection on client and server side
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yield return WaitForClientsConnectedOrTimeOut();
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AssertOnTimeout($"Timed-out waiting for all clients to connect!");
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}
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private readonly struct NetworkTimeState : IEquatable<NetworkTimeState>
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{
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public NetworkTime LocalTime { get; }
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public NetworkTime ServerTime { get; }
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public NetworkTimeState(NetworkManager manager)
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{
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LocalTime = manager.NetworkTickSystem.LocalTime;
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ServerTime = manager.NetworkTickSystem.ServerTime;
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}
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public void AssertCheckDifference(NetworkTimeState clientState, double localBufferDifference, double serverBufferDifference, double tolerance)
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{
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var difLocalAbs = Math.Abs(clientState.LocalTime.Time - LocalTime.Time - localBufferDifference);
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var difServerAbs = Math.Abs(ServerTime.Time - clientState.ServerTime.Time - serverBufferDifference);
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Assert.True(difLocalAbs < tolerance, $"localtime difference: {difLocalAbs} bigger than tolerance: {tolerance}");
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Assert.True(difServerAbs < tolerance, $"servertime difference: {difServerAbs} bigger than tolerance: {tolerance}");
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}
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public bool Equals(NetworkTimeState other)
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{
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return LocalTime.Time.Equals(other.LocalTime.Time) && ServerTime.Time.Equals(other.ServerTime.Time);
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}
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public override bool Equals(object obj)
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{
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return obj is NetworkTimeState other && Equals(other);
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}
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public override int GetHashCode()
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{
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unchecked
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{
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return (LocalTime.Time.GetHashCode() * 397) ^ ServerTime.Time.GetHashCode();
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}
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}
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}
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}
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}
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#endif
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