update transients in framework loop
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@@ -80,7 +80,6 @@ namespace MareSynchronos.Managers
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if (obj.HasUnprocessedUpdate || token.IsCancellationRequested) return;
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if (obj.HasUnprocessedUpdate || token.IsCancellationRequested) return;
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Logger.Debug("Firing transient resource load update");
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Logger.Debug("Firing transient resource load update");
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obj.HasTransientsUpdate = true;
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obj.HasTransientsUpdate = true;
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OnPlayerOrAttachedObjectsChanged();
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}, token);
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}, token);
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return;
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return;
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@@ -119,7 +118,7 @@ namespace MareSynchronos.Managers
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if (!_dalamudUtil.IsPlayerPresent || !_ipcManager.Initialized) return;
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if (!_dalamudUtil.IsPlayerPresent || !_ipcManager.Initialized) return;
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playerRelatedObjects.ForEach(k => k.CheckAndUpdateObject());
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playerRelatedObjects.ForEach(k => k.CheckAndUpdateObject());
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if (playerRelatedObjects.Any(c => c.HasUnprocessedUpdate && !c.IsProcessing))
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if (playerRelatedObjects.Any(c => (c.HasUnprocessedUpdate || c.HasTransientsUpdate) && !c.IsProcessing))
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{
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{
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OnPlayerOrAttachedObjectsChanged();
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OnPlayerOrAttachedObjectsChanged();
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}
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}
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@@ -182,7 +181,7 @@ namespace MareSynchronos.Managers
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}
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}
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}
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}
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if (playerRelatedObjects.Any(c => c.HasUnprocessedUpdate && (!c.IsProcessing || (c.IsProcessing && c.DoNotSendUpdate))))
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if (playerRelatedObjects.Any(c => (c.HasUnprocessedUpdate || c.HasTransientsUpdate) && (!c.IsProcessing || (c.IsProcessing && c.DoNotSendUpdate))))
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{
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{
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OnPlayerOrAttachedObjectsChanged();
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OnPlayerOrAttachedObjectsChanged();
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}
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}
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