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Renamed netIdPool to netIdQueue
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387be93703
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@ -267,7 +267,7 @@ internal static void ResetServerStatics()
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reuseNetworkIds = true;
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reuseDelay = 1;
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netIdPool.Clear();
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netIdQueue.Clear();
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nextNetworkId = 1;
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}
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@ -286,14 +286,14 @@ internal struct NetworkIdPool
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}
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// pool of NetworkIds that can be reused
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internal static readonly Queue<NetworkIdPool> netIdPool = new Queue<NetworkIdPool>();
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internal static readonly Queue<NetworkIdPool> netIdQueue = new Queue<NetworkIdPool>();
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static uint nextNetworkId = 1;
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internal static uint GetNextNetworkId()
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{
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if (reuseNetworkIds && netIdPool.Count > 0 && netIdPool.Peek().timeAvailable < NetworkTime.time)
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if (reuseNetworkIds && netIdQueue.Count > 0 && netIdQueue.Peek().timeAvailable < NetworkTime.time)
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{
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NetworkIdPool entry = netIdPool.Dequeue();
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NetworkIdPool entry = netIdQueue.Dequeue();
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//Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, null, $"[GetNextNetworkId] Reusing NetworkId {entry.poolNetId}.");
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return entry.poolNetId;
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}
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@ -304,7 +304,7 @@ internal static uint GetNextNetworkId()
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/// <summary>Resets nextNetworkId = 1</summary>
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public static void ResetNextNetworkId()
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{
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netIdPool.Clear();
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netIdQueue.Clear();
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nextNetworkId = 1;
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}
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@ -663,7 +663,7 @@ void OnDestroy()
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}
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if (isServer && reuseNetworkIds && netId > 0)
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netIdPool.Enqueue(new NetworkIdPool { poolNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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netIdQueue.Enqueue(new NetworkIdPool { poolNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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if (isLocalPlayer)
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{
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@ -1338,7 +1338,7 @@ internal void Reset()
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if (netId > 0)
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{
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if (reuseNetworkIds)
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netIdPool.Enqueue(new NetworkIdPool { poolNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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netIdQueue.Enqueue(new NetworkIdPool { poolNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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netId = 0;
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}
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@ -195,13 +195,13 @@ float DrawObservers(NetworkIdentity identity, float initialX, float Y)
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float DrawNetworkIDPool(float initialX, float Y)
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{
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if (NetworkIdentity.netIdPool.Count > 0)
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if (NetworkIdentity.netIdQueue.Count > 0)
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{
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Rect poolRect = new Rect(initialX, Y + 10, 200, 20);
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GUI.Label(poolRect, new GUIContent("Network ID Pool"), styles.componentName);
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GUI.Label(poolRect, new GUIContent("Network ID Queue"), styles.componentName);
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poolRect.x += 20;
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poolRect.y += poolRect.height;
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foreach (var entry in NetworkIdentity.netIdPool)
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foreach (var entry in NetworkIdentity.netIdQueue)
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{
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GUI.Label(poolRect, $"[{entry.poolNetId}] {entry.timeAvailable:0.000}", styles.labelStyle);
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poolRect.y += poolRect.height;
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