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fix: Added LogFilter.Debug check in a few places (#1575)
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@ -510,7 +510,7 @@ void FinishStartHost()
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// loaded and all objects were spawned.
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// DO NOT do this earlier. it would cause race conditions where a
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// client will do things before the server is even fully started.
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Debug.Log("StartHostClient called");
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if (LogFilter.Debug) Debug.Log("StartHostClient called");
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StartHostClient();
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}
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@ -871,12 +871,12 @@ void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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// TODO only respawn the server objects from that scene later!
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NetworkServer.SpawnObjects();
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Debug.Log("Respawned Server objects after additive scene load: " + scene.name);
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if (LogFilter.Debug) Debug.Log("Respawned Server objects after additive scene load: " + scene.name);
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}
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if (NetworkClient.active)
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{
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ClientScene.PrepareToSpawnSceneObjects();
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Debug.Log("Rebuild Client spawnableObjects after additive scene load: " + scene.name);
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if (LogFilter.Debug) Debug.Log("Rebuild Client spawnableObjects after additive scene load: " + scene.name);
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}
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}
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}
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@ -926,7 +926,7 @@ void FinishLoadSceneHost()
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{
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// debug message is very important. if we ever break anything then
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// it's very obvious to notice.
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Debug.Log("Finished loading scene in host mode.");
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if (LogFilter.Debug) Debug.Log("Finished loading scene in host mode.");
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if (clientReadyConnection != null)
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{
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@ -984,7 +984,7 @@ void FinishLoadSceneClientOnly()
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{
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// debug message is very important. if we ever break anything then
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// it's very obvious to notice.
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Debug.Log("Finished loading scene in client-only mode.");
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if (LogFilter.Debug) Debug.Log("Finished loading scene in client-only mode.");
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if (clientReadyConnection != null)
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{
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@ -1006,7 +1006,7 @@ void FinishLoadSceneServerOnly()
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{
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// debug message is very important. if we ever break anything then
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// it's very obvious to notice.
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Debug.Log("Finished loading scene in server-only mode.");
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if (LogFilter.Debug) Debug.Log("Finished loading scene in server-only mode.");
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NetworkServer.SpawnObjects();
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OnServerSceneChanged(networkSceneName);
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