Multiplayer
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Ensure Syncing Does Not Happen For The Entire Duration Of Any Long Event
Label: Enhancement
Read for more context: #632
@SokyranTheDragon proposes a change: https://github.com/rwmt/Multiplayer/pull/632#issuecomment-3217283333
In short: The proposal aims to ensure that syncing does not happen for the entire duration of any long event, including during the ExecuteToExecuteWhenFinished call.
To fix that Sokyran wants to add another condition to InInterface -> LongEventHandler.executingToExecuteWhenFinished == false (!LongEventHandler.executingToExecuteWhenFinished):
https://github.com/rwmt/Multiplayer/blob/f0221d0488282629ebbdef7d58c9d4a93e393b85/Source/Client/Multiplayer.cs#L57-L64