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@ -1775,7 +1775,7 @@ object MatterManager {
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/**
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* Delay sending by one server tick;
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* this way client is guaranteed to be in "PLAY" state, with local player present.
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* This hack is required because we manually compressing and splitting packet between multiple payloads,
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* This hack is required because we manually compress and split packet between multiple payloads (to avoid max packet size limit),
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* hence it is impossible to "read" parsed data from network directly, using provided RegistryFriendlyByteBuf.
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*/
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onceServer {
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