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https://github.com/MirrorNetworking/Mirror.git
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Made Update internal in Int Mgmt Components
- also standardized on using [ServerCallback]
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895279ee79
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@ -53,11 +53,10 @@ public override void OnRebuildObservers(NetworkIdentity identity, HashSet<Networ
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}
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}
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}
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}
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void Update()
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// internal so we can update from tests
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[ServerCallback]
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internal void Update()
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{
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{
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// only on server
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if (!NetworkServer.active) return;
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// rebuild all spawned NetworkIdentity's observers every interval
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// rebuild all spawned NetworkIdentity's observers every interval
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if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
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if (NetworkTime.localTime >= lastRebuildTime + rebuildInterval)
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{
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{
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@ -43,8 +43,9 @@ public override void OnDestroyed(NetworkIdentity identity)
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RebuildMatchObservers(currentMatch);
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RebuildMatchObservers(currentMatch);
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}
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}
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// internal so we can update from tests
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[ServerCallback]
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[ServerCallback]
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void Update()
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internal void Update()
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{
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{
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// for each spawned:
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// for each spawned:
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// if match changed:
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// if match changed:
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@ -37,11 +37,10 @@ public override void OnDestroyed(NetworkIdentity identity)
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RebuildSceneObservers(currentScene);
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RebuildSceneObservers(currentScene);
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}
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}
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void Update()
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// internal so we can update from tests
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[ServerCallback]
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internal void Update()
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{
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{
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// only on server
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if (!NetworkServer.active) return;
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// for each spawned:
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// for each spawned:
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// if scene changed:
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// if scene changed:
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// add previous to dirty
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// add previous to dirty
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@ -62,11 +62,9 @@ public override void OnRebuildObservers(NetworkIdentity identity, HashSet<Networ
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// update everyone's position in the grid
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// update everyone's position in the grid
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// (internal so we can update from tests)
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// (internal so we can update from tests)
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[ServerCallback]
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internal void Update()
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internal void Update()
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{
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{
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// only on server
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if (!NetworkServer.active) return;
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// NOTE: unlike Scene/MatchInterestManagement, this rebuilds ALL
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// NOTE: unlike Scene/MatchInterestManagement, this rebuilds ALL
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// entities every INTERVAL. consider the other approach later.
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// entities every INTERVAL. consider the other approach later.
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@ -35,17 +35,15 @@ public override void OnSpawned(NetworkIdentity identity)
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public override void OnDestroyed(NetworkIdentity identity)
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public override void OnDestroyed(NetworkIdentity identity)
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{
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{
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// Do nothing if server has shut down (or not started)
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if (!NetworkServer.active) return;
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lastObjectTeam.TryGetValue(identity, out string currentTeam);
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lastObjectTeam.TryGetValue(identity, out string currentTeam);
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lastObjectTeam.Remove(identity);
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lastObjectTeam.Remove(identity);
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if (currentTeam != string.Empty && teamObjects.TryGetValue(currentTeam, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
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if (currentTeam != string.Empty && teamObjects.TryGetValue(currentTeam, out HashSet<NetworkIdentity> objects) && objects.Remove(identity))
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RebuildTeamObservers(currentTeam);
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RebuildTeamObservers(currentTeam);
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}
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}
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// internal so we can update from tests
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[ServerCallback]
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[ServerCallback]
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void Update()
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internal void Update()
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{
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{
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// for each spawned:
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// for each spawned:
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// if team changed:
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// if team changed:
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@ -116,9 +114,6 @@ void RebuildTeamObservers(string teamId)
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
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public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection newObserver)
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{
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{
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// Do nothing if server has shut down (or not started)
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if (!NetworkServer.active) return false;
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// Always observed if no NetworkTeam component
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// Always observed if no NetworkTeam component
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if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam identityNetworkTeam))
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if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam identityNetworkTeam))
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return true;
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return true;
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@ -133,9 +128,6 @@ public override bool OnCheckObserver(NetworkIdentity identity, NetworkConnection
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public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers, bool initialize)
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public override void OnRebuildObservers(NetworkIdentity identity, HashSet<NetworkConnection> newObservers, bool initialize)
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{
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{
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// Do nothing if server has shut down (or not started)
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if (!NetworkServer.active) return;
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// If this object doesn't have a NetworkTeam then it's visible to all clients
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// If this object doesn't have a NetworkTeam then it's visible to all clients
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if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
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if (!identity.TryGetComponent<NetworkTeam>(out NetworkTeam networkTeam))
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{
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{
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