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NetworkServer.SendToAll/SendUnreliableToAll reuse SendByChannelToAll function
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@ -324,23 +324,6 @@ static internal void ActivateLocalClientScene()
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}
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}
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}
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}
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static public bool SendToAll(short msgType, MessageBase msg)
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{
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if (LogFilter.logDev) { Debug.Log("Server.SendToAll msgType:" + msgType); }
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bool result = true;
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// remote connections
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for (int i = 0; i < connections.Count; i++)
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{
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NetworkConnection conn = connections[i];
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if (conn != null)
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result &= conn.Send(msgType, msg);
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}
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return result;
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}
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// this is like SendToReady - but it doesn't check the ready flag on the connection.
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// this is like SendToReady - but it doesn't check the ready flag on the connection.
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// this is used for ObjectDestroy messages.
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// this is used for ObjectDestroy messages.
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static bool SendToObservers(GameObject contextObj, short msgType, MessageBase msg)
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static bool SendToObservers(GameObject contextObj, short msgType, MessageBase msg)
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@ -475,20 +458,6 @@ public static void SendBytesToPlayer(GameObject player, byte[] buffer, int numBy
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}
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}
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}
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}
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static public bool SendUnreliableToAll(short msgType, MessageBase msg)
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{
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if (LogFilter.logDev) { Debug.Log("Server.SendUnreliableToAll msgType:" + msgType); }
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bool result = true;
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for (int i = 0; i < connections.Count; i++)
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{
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NetworkConnection conn = connections[i];
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if (conn != null)
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result &= conn.SendUnreliable(msgType, msg);
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}
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return result;
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}
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static public bool SendUnreliableToReady(GameObject contextObj, short msgType, MessageBase msg)
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static public bool SendUnreliableToReady(GameObject contextObj, short msgType, MessageBase msg)
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{
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{
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if (LogFilter.logDev) { Debug.Log("Server.SendUnreliableToReady id:" + msgType); }
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if (LogFilter.logDev) { Debug.Log("Server.SendUnreliableToReady id:" + msgType); }
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@ -526,15 +495,16 @@ static public bool SendByChannelToAll(short msgType, MessageBase msg, int channe
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if (LogFilter.logDev) { Debug.Log("Server.SendByChannelToAll id:" + msgType); }
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if (LogFilter.logDev) { Debug.Log("Server.SendByChannelToAll id:" + msgType); }
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bool result = true;
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bool result = true;
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for (int i = 0; i < connections.Count; i++)
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for (int i = 0; i < connections.Count; i++)
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{
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{
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var conn = connections[i];
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NetworkConnection conn = connections[i];
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if (conn != null)
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if (conn != null)
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result &= conn.SendByChannel(msgType, msg, channelId);
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result &= conn.SendByChannel(msgType, msg, channelId);
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}
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}
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return result;
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return result;
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}
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}
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static public bool SendToAll(short msgType, MessageBase msg) { return SendByChannelToAll(msgType, msg, Channels.DefaultReliable); }
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static public bool SendUnreliableToAll(short msgType, MessageBase msg) { return SendByChannelToAll(msgType, msg, Channels.DefaultUnreliable); }
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static public bool SendByChannelToReady(GameObject contextObj, short msgType, MessageBase msg, int channelId)
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static public bool SendByChannelToReady(GameObject contextObj, short msgType, MessageBase msg, int channelId)
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{
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{
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