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assume that the skill has a front shake, an attack, and a post-shake 3 stages.
The pre-shaking stage can be understood as the brewing before or a few spells, the attack phase can be understood as the beginning of the brandished cut to the target body this time period, the post-shaking stage can be understood as the resumption of attack posture stage.
our skill-calling system allows for the post-shake phase of certain skills (called skill a), when another skill (called Skill B) is used, ignoring the pre-shake phase of skill B, directly into the attack phase of skill B.
now that the player has used skill a, and has entered the post-shake stage of skill A, assuming that the post-shake stage of skill A is 500ms, the player uses skill B in order to ensure the game effect, and the skill performance is the client-first in the end of the post-shake phase of skill a. The client determines that the forward shake of skill B can be ignored to directly enter the attack phase of skill B, and the server receives a message using skill B, at which point it is very likely that the post-roll phase of skill A has ended, causing the server to start from the front-shaking phase of skill B. Therefore, the player will be able to use the skill, the client and the server to ignore whether the front shake is inconsistent, like the above situation, the client can obviously see the skill B cut in the target after a few minutes after the hit word, because the server calculates a forward shake time.
for this situation, I thought about a few ideas:
1: The post-roll stage time for the server to properly extend the skill
2: When a client sends a message using a skill to the server, sends it to the server with the ignore forward shake
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