@@ -729,7 +729,9 @@ namespace gdjs {
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behavior . playerNumber = ownerPlayerNumber ;
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}
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- instance . updateFromNetworkSyncData ( messageData ) ;
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+ instance . updateFromNetworkSyncData ( messageData , {
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+ clearMemory : false ,
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+ } ) ;
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setLastClockReceivedForInstanceOnScene ( {
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sceneNetworkId,
@@ -1737,7 +1739,7 @@ namespace gdjs {
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return ;
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}
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- runtimeScene . updateFromNetworkSyncData ( messageData ) ;
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+ runtimeScene . updateFromNetworkSyncData ( messageData , { } ) ;
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} else {
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// If the game is not ready to receive game update messages, we need to save the data for later use.
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// This can happen when joining a game that is already running.
@@ -1890,7 +1892,7 @@ namespace gdjs {
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const messageData = message . getData ( ) ;
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const messageSender = message . getSender ( ) ;
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if ( gdjs . multiplayer . isReadyToSendOrReceiveGameUpdateMessages ( ) ) {
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- runtimeScene . getGame ( ) . updateFromNetworkSyncData ( messageData ) ;
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+ runtimeScene . getGame ( ) . updateFromNetworkSyncData ( messageData , { } ) ;
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} else {
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// If the game is not ready to receive game update messages, we need to save the data for later use.
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// This can happen when joining a game that is already running.
@@ -1918,7 +1920,7 @@ namespace gdjs {
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// Reapply the game saved updates.
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lastReceivedGameSyncDataUpdates . getUpdates ( ) . forEach ( ( messageData ) => {
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debugLogger . info ( `Reapplying saved update of game.` ) ;
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- runtimeScene . getGame ( ) . updateFromNetworkSyncData ( messageData ) ;
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+ runtimeScene . getGame ( ) . updateFromNetworkSyncData ( messageData , { } ) ;
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} ) ;
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// Game updates are always applied properly, so we can clear them.
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lastReceivedGameSyncDataUpdates . clear ( ) ;
@@ -1937,7 +1939,7 @@ namespace gdjs {
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debugLogger . info ( `Reapplying saved update of scene ${ sceneNetworkId } .` ) ;
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- runtimeScene . updateFromNetworkSyncData ( messageData ) ;
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+ runtimeScene . updateFromNetworkSyncData ( messageData , { } ) ;
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// We only remove the message if it was successfully applied, so it can be reapplied later,
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// in case we were not on the right scene.
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lastReceivedSceneSyncDataUpdates . remove ( messageData ) ;
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