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cleanup
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@ -124,10 +124,9 @@ public class NetworkManager : MonoBehaviour
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static NetworkConnection clientReadyConnection;
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/// <summary>
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/// This is true if the client loaded a new scene when connecting to the server.
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/// <para>This is set before OnClientConnect is called, so it can be checked there to perform different logic if a scene load occurred.</para>
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/// </summary>
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/// <summary>True if the client loaded a new scene when connecting to the server.</summary>
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// This is set before OnClientConnect is called, so it can be checked
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// there to perform different logic if a scene load occurred.
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[NonSerialized]
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public bool clientLoadedScene;
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@ -139,11 +138,7 @@ public class NetworkManager : MonoBehaviour
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// during FinishLoadScene.
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public NetworkManagerMode mode { get; private set; }
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#region Unity Callbacks
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/// <summary>
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/// virtual so that inheriting classes' OnValidate() can call base.OnValidate() too
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/// </summary>
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// virtual so that inheriting classes' OnValidate() can call base.OnValidate() too
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public virtual void OnValidate()
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{
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// add transport if there is none yet. makes upgrading easier.
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@ -219,10 +214,6 @@ public virtual void LateUpdate()
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UpdateScene();
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}
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#endregion
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#region Start & Stop
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// keep the online scene change check in a separate function
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bool IsServerOnlineSceneChangeNeeded()
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{
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@ -758,10 +749,6 @@ public virtual void OnDestroy()
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//Debug.Log("NetworkManager destroyed");
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}
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#endregion
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#region Scene Management
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/// <summary>
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/// The name of the current network scene.
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/// </summary>
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@ -1034,10 +1021,6 @@ void FinishLoadSceneClientOnly()
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}
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}
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#endregion
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#region Start Positions
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/// <summary>
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/// Registers the transform of a game object as a player spawn location.
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/// <para>This is done automatically by NetworkStartPosition components, but can be done manually from user script code.</para>
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@ -1091,10 +1074,6 @@ public Transform GetStartPosition()
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}
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}
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#endregion
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#region Server Internal Message Handlers
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void OnServerConnectInternal(NetworkConnection conn)
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{
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//Debug.Log("NetworkManager.OnServerConnectInternal");
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@ -1166,10 +1145,6 @@ void OnServerAddPlayerInternal(NetworkConnection conn, AddPlayerMessage msg)
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OnServerAddPlayer(conn);
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}
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#endregion
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#region Client Internal Message Handlers
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void OnClientConnectInternal(NetworkConnection conn)
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{
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//Debug.Log("NetworkManager.OnClientConnectInternal");
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@ -1234,10 +1209,6 @@ void OnClientSceneInternal(NetworkConnection conn, SceneMessage msg)
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}
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}
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#endregion
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#region Server System Callbacks
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/// <summary>
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/// Called on the server when a new client connects.
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/// <para>Unity calls this on the Server when a Client connects to the Server. Use an override to tell the NetworkManager what to do when a client connects to the server.</para>
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@ -1307,10 +1278,6 @@ public virtual void OnServerChangeScene(string newSceneName) {}
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/// <param name="sceneName">The name of the new scene.</param>
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public virtual void OnServerSceneChanged(string sceneName) {}
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#endregion
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#region Client System Callbacks
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/// <summary>
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/// Called on the client when connected to a server.
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/// <para>The default implementation of this function sets the client as ready and adds a player. Override the function to dictate what happens when the client connects.</para>
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@ -1384,10 +1351,6 @@ public virtual void OnClientSceneChanged(NetworkConnection conn)
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}
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}
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#endregion
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#region Start & Stop callbacks
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// Since there are multiple versions of StartServer, StartClient and StartHost, to reliably customize
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// their functionality, users would need override all the versions. Instead these callbacks are invoked
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// from all versions, so users only need to implement this one case.
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@ -1423,7 +1386,5 @@ public virtual void OnStopClient() {}
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/// This is called when a host is stopped.
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/// </summary>
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public virtual void OnStopHost() {}
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#endregion
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}
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}
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