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Better naming
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8df429d474
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035afd140e
@ -274,28 +274,28 @@ internal static void ResetServerStatics()
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/// <summary>Gets the NetworkIdentity from the sceneIds dictionary with the corresponding id</summary>
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public static NetworkIdentity GetSceneIdentity(ulong id) => sceneIds[id];
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#region NetworkID Handling
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#region Network ID Reuse
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internal static bool reuseNetworkIds = true;
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internal static byte reuseDelay = 1;
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internal struct NetworkIdPool
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internal struct ReusableNetworkId
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{
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public uint poolNetId;
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public uint reusableNetId;
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public double timeAvailable;
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}
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// pool of NetworkIds that can be reused
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internal static readonly Queue<NetworkIdPool> netIdQueue = new Queue<NetworkIdPool>();
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internal static readonly Queue<ReusableNetworkId> netIdQueue = new Queue<ReusableNetworkId>();
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static uint nextNetworkId = 1;
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internal static uint GetNextNetworkId()
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{
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if (reuseNetworkIds && netIdQueue.Count > 0 && netIdQueue.Peek().timeAvailable < NetworkTime.time)
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{
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NetworkIdPool entry = netIdQueue.Dequeue();
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ReusableNetworkId entry = netIdQueue.Dequeue();
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//Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, null, $"[GetNextNetworkId] Reusing NetworkId {entry.poolNetId}.");
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return entry.poolNetId;
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return entry.reusableNetId;
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}
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return nextNetworkId++;
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@ -663,7 +663,7 @@ void OnDestroy()
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}
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if (isServer && reuseNetworkIds && netId > 0)
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netIdQueue.Enqueue(new NetworkIdPool { poolNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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netIdQueue.Enqueue(new ReusableNetworkId { reusableNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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if (isLocalPlayer)
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{
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@ -1338,7 +1338,7 @@ internal void Reset()
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if (netId > 0)
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{
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if (reuseNetworkIds)
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netIdQueue.Enqueue(new NetworkIdPool { poolNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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netIdQueue.Enqueue(new ReusableNetworkId { reusableNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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netId = 0;
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}
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@ -113,7 +113,7 @@ public override void OnPreviewGUI(Rect r, GUIStyle background)
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Y = DrawObservers(identity, initialX, Y);
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Y = DrawNetworkIDPool(initialX, Y);
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Y = DrawNetworkIDQueue(initialX, Y);
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_ = DrawOwner(identity, initialX, Y);
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@ -193,19 +193,19 @@ float DrawObservers(NetworkIdentity identity, float initialX, float Y)
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return Y;
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}
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float DrawNetworkIDPool(float initialX, float Y)
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float DrawNetworkIDQueue(float initialX, float Y)
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{
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if (NetworkIdentity.netIdQueue.Count > 0)
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{
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Rect poolRect = new Rect(initialX, Y + 10, 200, 20);
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GUI.Label(poolRect, new GUIContent("Network ID Queue"), styles.labelStyle);
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poolRect.x += 20;
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poolRect.y += poolRect.height;
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Rect netIdRect = new Rect(initialX, Y + 10, 200, 20);
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GUI.Label(netIdRect, new GUIContent("Network ID Queue"), styles.labelStyle);
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netIdRect.x += 20;
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netIdRect.y += netIdRect.height;
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foreach (var entry in NetworkIdentity.netIdQueue)
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{
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GUI.Label(poolRect, $"[{entry.poolNetId}] {entry.timeAvailable:0.000}", styles.componentName);
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poolRect.y += poolRect.height;
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Y = poolRect.y;
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GUI.Label(netIdRect, $"[{entry.reusableNetId}] {entry.timeAvailable:0.000}", styles.componentName);
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netIdRect.y += netIdRect.height;
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Y = netIdRect.y;
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}
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}
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