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NetworkReader.ReadGameObject and ReadNetworkIdentity simplified: uses new spawned dict and avoids unnecessary '.gameObject' access. ReadNetworkIdentity also avoids unnecessary casting back from GameObject to NetworkIdentity.
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@ -223,21 +223,14 @@ public GameObject ReadGameObject()
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return null;
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}
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GameObject go;
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if (NetworkServer.active)
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NetworkIdentity identity;
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if (NetworkIdentity.spawned.TryGetValue(netId, out identity))
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{
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go = NetworkServer.FindLocalObject(netId);
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}
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else
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{
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go = ClientScene.FindLocalObject(netId);
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}
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if (go == null)
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{
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if (LogFilter.Debug) { Debug.Log("ReadGameObject netId:" + netId + "go: null"); }
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return identity.gameObject;
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}
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return go;
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if (LogFilter.Debug) { Debug.Log("ReadGameObject netId:" + netId + " not found in spawned"); }
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return null;
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}
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public NetworkIdentity ReadNetworkIdentity()
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@ -247,22 +240,15 @@ public NetworkIdentity ReadNetworkIdentity()
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{
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return null;
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}
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GameObject go;
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if (NetworkServer.active)
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NetworkIdentity identity;
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if (NetworkIdentity.spawned.TryGetValue(netId, out identity))
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{
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go = NetworkServer.FindLocalObject(netId);
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}
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else
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{
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go = ClientScene.FindLocalObject(netId);
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}
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if (go == null)
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{
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if (LogFilter.Debug) { Debug.Log("ReadNetworkIdentity netId:" + netId + "go: null"); }
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return null;
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return identity;
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}
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return go.GetComponent<NetworkIdentity>();
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if (LogFilter.Debug) { Debug.Log("ReadNetworkIdentity netId:" + netId + " not found in spawned"); }
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return null;
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}
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public override string ToString()
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