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cleanup
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@ -976,11 +976,10 @@ public static void SetAllClientsNotReady()
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}
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}
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/// <summary>
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/// Sets the client of the connection to be not-ready.
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/// <para>Clients that are not ready do not receive spawned objects or state synchronization updates. They client can be made ready again by calling SetClientReady().</para>
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/// </summary>
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/// <param name="conn">The connection of the client to make not ready.</param>
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/// <summary>Marks the client of the connection to be not-ready.</summary>
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// Clients that are not ready do not receive spawned objects or state
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// synchronization updates. They client can be made ready again by
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// calling SetClientReady().
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public static void SetClientNotReady(NetworkConnection conn)
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{
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if (conn.isReady)
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@ -993,22 +992,15 @@ public static void SetClientNotReady(NetworkConnection conn)
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}
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}
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/// <summary>
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/// default ready handler.
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/// </summary>
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/// <param name="conn"></param>
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/// <param name="msg"></param>
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// default ready handler.
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static void OnClientReadyMessage(NetworkConnection conn, ReadyMessage msg)
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{
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// Debug.Log("Default handler for ready message from " + conn);
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SetClientReady(conn);
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}
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/// <summary>
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/// Removes the player object from the connection
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/// </summary>
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/// <param name="conn">The connection of the client to remove from</param>
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/// <param name="destroyServerObject">Indicates whether the server object should be destroyed</param>
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/// <summary>Removes the player object from the connection</summary>
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// destroyServerObject: Indicates whether the server object should be destroyed
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public static void RemovePlayerForConnection(NetworkConnection conn, bool destroyServerObject)
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{
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if (conn.identity != null)
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@ -1020,10 +1012,7 @@ public static void RemovePlayerForConnection(NetworkConnection conn, bool destro
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conn.identity = null;
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}
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else
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{
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// Debug.Log($"Connection {conn} has no identity");
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}
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//else Debug.Log($"Connection {conn} has no identity");
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}
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/// <summary>
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