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Calls like this one are generating strings and polluting memory, even when tracing is disabled:
this.gameEngine.trace.warn(`step drift ${checkType}. [${clientStep} > ${serverStep} + ${maxLead}] Client is ahead of server. Delaying next step.`);
Solution: the trace functions should be passed a callback which builds the string.
The text was updated successfully, but these errors were encountered:
fixed in V2
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namel
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Calls like this one are generating strings and polluting memory, even when tracing is disabled:
Solution: the trace functions should be passed a callback which builds the string.
The text was updated successfully, but these errors were encountered: