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not needed anymore
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@ -1429,9 +1429,6 @@ static NetworkWriter GetEntitySerializationForConnection(NetworkIdentity identit
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}
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}
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// avoid allocations in NetworkLateUpdate
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static Queue<NetworkConnection> connectionsToDisconnect = new Queue<NetworkConnection>();
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// NetworkLateUpdate called after any Update/FixedUpdate/LateUpdate
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// (we add this to the UnityEngine in NetworkLoop)
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internal static void NetworkLateUpdate()
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@ -1439,9 +1436,6 @@ internal static void NetworkLateUpdate()
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// only process spawned & connections if active
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if (active)
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{
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// clear cached list
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connectionsToDisconnect.Clear();
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// world state can be huge, even bigger than transport max size.
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// we only send what fits.
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int transportMaxSize = Transport.activeTransport.GetMaxPacketSize(Channels.Reliable);
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@ -1529,17 +1523,11 @@ internal static void NetworkLateUpdate()
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connection.Send(world);
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//Debug.Log($"Sending {world.TotalSize()} bytes World to connId={connection.connectionId}");
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}
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else
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{
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// show a useful(!) message
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Debug.LogError($"Disconnecting connectionId={connection.connectionId} because the World around it with {world.TotalSize()} bytes doesn't fit into Transport {transportMaxSize} max message size. This should never happen.");
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// disconnect that connection for now,
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// since we don't have a way to deal with it yet.
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// -> need to do it after the loop to not break it
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//connection.Disconnect();
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connectionsToDisconnect.Enqueue(connection);
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}
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// show a useful(!) message
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// note: don't need to disconnect because this is
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// not supposed to happen unless our above
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// 'does it fit' calculation is wrong
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else Debug.LogError($"The World around connectionId={connection.connectionId} with {world.TotalSize()} bytes doesn't fit into Transport {transportMaxSize} max message size. This should never happen.");
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}
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}
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@ -1547,14 +1535,6 @@ internal static void NetworkLateUpdate()
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connection.Update();
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}
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// disconnect the connections we wanted to disconnect now that
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// we are not in the for loop anymore.
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while (connectionsToDisconnect.Count > 0)
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{
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NetworkConnection connection = connectionsToDisconnect.Dequeue();
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connection.Disconnect();
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}
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// return serialized writers to pool, clear set
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// TODO this is for feature parity before push->pull change.
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// make this more simple / unnecessary later.
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