using FishNet.Connection;
using FishNet.Managing.Timing;
using FishNet.Object;
using FishNet.Serializing;
using FishNet.Transporting;
using GameKit.Utilities;
using System.Collections.Generic;
using UnityEngine;
namespace FishNet.Managing.Client
{
public sealed partial class ClientManager : MonoBehaviour
{
#region Internal.
///
/// How many ticks between each LOD update.
///
public uint LevelOfDetailInterval => NetworkManager.TimeManager.TimeToTicks(0.5d, TickRounding.RoundUp);
#endregion
#region Private.
///
/// Positions of the player objects.
///
private List _objectsPositionsCache = new List();
///
/// Next index within Spawned to update the LOD on.
///
private int _nextLodNobIndex;
#endregion
///
/// Sends a level of update if conditions are met.
///
/// True to force send a full update immediately.
/// This may be useful when teleporting clients.
/// This must be called by on the server by using ServerManager.ForceLodUpdate(NetworkConnection).
///
internal void TrySendLodUpdate(uint localTick, bool forceFullUpdate)
{
}
}
}