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NetworkClient.connection: use explicit type NetworkConnectionToServer to reduce chance of bugs
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2277d66cea
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@ -52,7 +52,7 @@ public static partial class NetworkClient
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new Dictionary<uint, NetworkIdentity>();
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new Dictionary<uint, NetworkIdentity>();
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/// <summary>Client's NetworkConnection to server.</summary>
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/// <summary>Client's NetworkConnection to server.</summary>
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public static NetworkConnection connection { get; internal set; }
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public static NetworkConnectionToServer connection { get; internal set; }
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/// <summary>True if client is ready (= joined world).</summary>
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/// <summary>True if client is ready (= joined world).</summary>
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// TODO redundant state. point it to .connection.isReady instead (& test)
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// TODO redundant state. point it to .connection.isReady instead (& test)
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@ -9,4 +9,10 @@ public FakeNetworkConnectionToClient() : base(1) {}
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public override void Disconnect() {}
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public override void Disconnect() {}
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internal override void Send(ArraySegment<byte> segment, int channelId = 0) {}
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internal override void Send(ArraySegment<byte> segment, int channelId = 0) {}
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}
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}
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public class FakeNetworkConnectionToServer : NetworkConnectionToServer
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{
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public override void Disconnect() {}
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internal override void Send(ArraySegment<byte> segment, int channelId = 0) {}
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}
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}
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}
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@ -534,7 +534,7 @@ public void ApplyPayload_LocalPlayerAddsIdentityToConnection()
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payload = default,
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payload = default,
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};
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};
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NetworkClient.connection = new FakeNetworkConnectionToClient();
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NetworkClient.connection = new FakeNetworkConnectionToServer();
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NetworkClient.ready = true;
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NetworkClient.ready = true;
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NetworkClient.ApplySpawnPayload(identity, msg);
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NetworkClient.ApplySpawnPayload(identity, msg);
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