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Only send connection packets to unconnected players -- prevents flooding until sync packets aggregated
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@ -115,7 +115,7 @@ public class ClientNetworkSyncronizer extends IntervalSystem {
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while (buffer.hasRemaining()) {
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int size = ByteBufferUtil.getSizePrefix(buffer);
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D2GS.getRootAsD2GS(ByteBufferUtil.removeSizePrefix(buffer), d2gs);
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if (DEBUG_PACKET) Gdx.app.debug(TAG, "packet type " + D2GSData.name(d2gs.dataType()) + ":" + ByteBufferUtil.getSizePrefix(buffer) + "B");
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if (DEBUG_PACKET) Gdx.app.debug(TAG, "packet type " + D2GSData.name(d2gs.dataType()) + ":" + size + "B");
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connected = d2gs.dataType() == D2GSData.Connection;
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if (!connected) {
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if (DEBUG_CONNECT) Gdx.app.debug(TAG, "dropping... ");
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