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OnObjectSpawnFinished message split into OnObjectSpawnStarted + OnObjectSpawnFinished. Saves 2 bytes of bandwidth per client spawn, and makes the code more obvious.
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@ -220,6 +220,7 @@ internal static void RegisterSystemHandlers(NetworkClient client, bool localClie
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// LocalClient shares the sim/scene with the server, no need for these events
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client.RegisterHandler(MsgType.SpawnPrefab, OnSpawnPrefab);
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client.RegisterHandler(MsgType.SpawnSceneObject, OnSpawnSceneObject);
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client.RegisterHandler(MsgType.SpawnStarted, OnObjectSpawnStarted);
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client.RegisterHandler(MsgType.SpawnFinished, OnObjectSpawnFinished);
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client.RegisterHandler(MsgType.ObjectDestroy, OnObjectDestroy);
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client.RegisterHandler(MsgType.ObjectHide, OnObjectDestroy);
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@ -511,18 +512,18 @@ static void OnSpawnSceneObject(NetworkMessage netMsg)
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ApplySpawnPayload(spawnedId, msg.position, msg.rotation, msg.payload, msg.netId);
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}
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static void OnObjectSpawnFinished(NetworkMessage netMsg)
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static void OnObjectSpawnStarted(NetworkMessage netMsg)
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{
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ObjectSpawnFinishedMessage msg = netMsg.ReadMessage<ObjectSpawnFinishedMessage>();
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if (LogFilter.Debug) { Debug.Log("SpawnFinished:" + msg.state); }
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if (LogFilter.Debug) { Debug.Log("SpawnStarted"); }
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if (msg.state == 0)
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{
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PrepareToSpawnSceneObjects();
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s_IsSpawnFinished = false;
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return;
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}
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static void OnObjectSpawnFinished(NetworkMessage netMsg)
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{
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if (LogFilter.Debug) { Debug.Log("SpawnFinished"); }
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// paul: Initialize the objects in the same order as they were initialized
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// in the server. This is important if spawned objects
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// use data from scene objects
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@ -249,21 +249,9 @@ public override void Serialize(NetworkWriter writer)
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}
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}
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// TODO use ByteMessage or use a SpawnStarted/Finished message.
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class ObjectSpawnFinishedMessage : MessageBase
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{
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public byte state; // byte because it's always 0 or 1
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class ObjectSpawnStartedMessage : EmptyMessage {}
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public override void Deserialize(NetworkReader reader)
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{
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state = reader.ReadByte();
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}
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public override void Serialize(NetworkWriter writer)
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{
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writer.Write(state);
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}
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}
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class ObjectSpawnFinishedMessage : EmptyMessage {}
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class ObjectDestroyMessage : MessageBase
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{
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@ -717,9 +717,7 @@ public static void SetClientReady(NetworkConnection conn)
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// Spawn/update all current server objects
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if (LogFilter.Debug) { Debug.Log("Spawning " + NetworkIdentity.spawned.Count + " objects for conn " + conn.connectionId); }
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ObjectSpawnFinishedMessage msg = new ObjectSpawnFinishedMessage();
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msg.state = 0;
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conn.Send((short)MsgType.SpawnFinished, msg);
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conn.Send((short)MsgType.SpawnStarted, new ObjectSpawnStartedMessage());
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foreach (NetworkIdentity identity in NetworkIdentity.spawned.Values)
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{
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@ -742,8 +740,7 @@ public static void SetClientReady(NetworkConnection conn)
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}
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}
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msg.state = 1;
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conn.Send((short)MsgType.SpawnFinished, msg);
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conn.Send((short)MsgType.SpawnFinished, new ObjectSpawnFinishedMessage());
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}
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internal static void ShowForConnection(NetworkIdentity identity, NetworkConnection conn)
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@ -35,6 +35,7 @@ public enum MsgType : short
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UpdateVars = 8,
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SpawnPrefab = 3,
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SpawnSceneObject = 10,
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SpawnStarted = 11,
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SpawnFinished = 12,
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ObjectHide = 13,
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LocalClientAuthority = 15,
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