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NetworkServer.InternalDisconnectAll moved into DisconnectAll. The class can't be inherited from anymore, no need for an internal version here.
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parent
de59e32ce3
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@ -50,7 +50,7 @@ public static void Shutdown()
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{
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{
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if (s_Initialized)
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if (s_Initialized)
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{
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{
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InternalDisconnectAll();
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DisconnectAll();
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if (dontListen)
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if (dontListen)
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{
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{
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@ -271,7 +271,17 @@ public static bool SendToReady(GameObject contextObj, short msgType, MessageBase
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public static void DisconnectAll()
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public static void DisconnectAll()
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{
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{
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InternalDisconnectAll();
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DisconnectAllConnections();
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if (s_LocalConnection != null)
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{
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s_LocalConnection.Disconnect();
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s_LocalConnection.Dispose();
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s_LocalConnection = null;
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}
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s_Active = false;
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s_LocalClientActive = false;
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}
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}
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public static void DisconnectAllConnections()
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public static void DisconnectAllConnections()
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@ -286,21 +296,6 @@ public static void DisconnectAllConnections()
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connections.Clear();
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connections.Clear();
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}
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}
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internal static void InternalDisconnectAll()
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{
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DisconnectAllConnections();
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if (s_LocalConnection != null)
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{
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s_LocalConnection.Disconnect();
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s_LocalConnection.Dispose();
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s_LocalConnection = null;
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}
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s_Active = false;
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s_LocalClientActive = false;
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}
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// The user should never need to pump the update loop manually
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// The user should never need to pump the update loop manually
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internal static void Update()
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internal static void Update()
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{
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{
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