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NetworkServer - added gameobject param to debug logs
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6c101c5c85
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@ -1140,20 +1140,20 @@ static void SpawnObject(GameObject obj, NetworkConnection ownerConnection)
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// verify if we can spawn this
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if (Utils.IsPrefab(obj))
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{
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Debug.LogError($"GameObject {obj.name} is a prefab, it can't be spawned. Instantiate it first.");
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Debug.LogError($"GameObject {obj.name} is a prefab, it can't be spawned. Instantiate it first.", obj);
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return;
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}
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if (!active)
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{
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Debug.LogError($"SpawnObject for {obj}, NetworkServer is not active. Cannot spawn objects without an active server.");
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Debug.LogError($"SpawnObject for {obj}, NetworkServer is not active. Cannot spawn objects without an active server.", obj);
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return;
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}
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NetworkIdentity identity = obj.GetComponent<NetworkIdentity>();
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if (identity == null)
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{
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Debug.LogError($"SpawnObject {obj} has no NetworkIdentity. Please add a NetworkIdentity to {obj}");
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Debug.LogError($"SpawnObject {obj} has no NetworkIdentity. Please add a NetworkIdentity to {obj}", obj);
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return;
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}
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@ -1167,7 +1167,7 @@ static void SpawnObject(GameObject obj, NetworkConnection ownerConnection)
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// Spawn should only be called once per netId
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if (spawned.ContainsKey(identity.netId))
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{
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Debug.LogWarning($"{identity} with netId={identity.netId} was already spawned.");
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Debug.LogWarning($"{identity} with netId={identity.netId} was already spawned.", identity.gameObject);
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return;
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}
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