The SyncId of objects is static, but for motion packets it needs to be incremented. Therefore, in all such packets, Environment.TickCount is used. Almost in all. Due to the fact that SyncId was still used in some places, part of the dashing problems occur.
The
SyncId
of objects is static, but for motion packets it needs to be incremented. Therefore, in all such packets,Environment.TickCount
is used. Almost in all. Due to the fact thatSyncId
was still used in some places, part of the dashing problems occur.