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NetworkRoomManager - Removed OnRoomClientAddPlayerFailed virtual method
- Fixes #3168 - There is no good place to call that - use OnRoomClientDisconnect or OnRoomStopClient
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@ -233,6 +233,7 @@ internal void CallOnClientExitRoom()
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#region server handlers
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#region server handlers
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/// <summary>
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/// <summary>
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/// Called on the server when a new client connects.
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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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/// <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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@ -438,9 +439,11 @@ public override void OnStopHost()
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{
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{
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OnRoomStopHost();
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OnRoomStopHost();
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}
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}
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#endregion
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#endregion
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#region client handlers
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#region client handlers
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/// <summary>
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/// <summary>
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/// This is invoked when the client is started.
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/// This is invoked when the client is started.
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/// </summary>
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/// </summary>
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@ -504,9 +507,11 @@ public override void OnClientSceneChanged()
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base.OnClientSceneChanged();
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base.OnClientSceneChanged();
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OnRoomClientSceneChanged();
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OnRoomClientSceneChanged();
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}
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}
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#endregion
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#endregion
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#region room server virtuals
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#region room server virtuals
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/// <summary>
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/// <summary>
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/// This is called on the host when a host is started.
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/// This is called on the host when a host is started.
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/// </summary>
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/// </summary>
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@ -608,9 +613,11 @@ public virtual void OnRoomServerPlayersReady()
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/// <para>May be called multiple times while not ready players are joining</para>
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/// <para>May be called multiple times while not ready players are joining</para>
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/// </summary>
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/// </summary>
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public virtual void OnRoomServerPlayersNotReady() {}
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public virtual void OnRoomServerPlayersNotReady() {}
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#endregion
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#endregion
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#region room client virtuals
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#region room client virtuals
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/// <summary>
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/// <summary>
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/// This is a hook to allow custom behaviour when the game client enters the room.
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/// This is a hook to allow custom behaviour when the game client enters the room.
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/// </summary>
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/// </summary>
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@ -646,14 +653,10 @@ public virtual void OnRoomStopClient() {}
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/// </summary>
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/// </summary>
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public virtual void OnRoomClientSceneChanged() {}
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public virtual void OnRoomClientSceneChanged() {}
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/// <summary>
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/// Called on the client when adding a player to the room fails.
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/// <para>This could be because the room is full, or the connection is not allowed to have more players.</para>
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/// </summary>
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public virtual void OnRoomClientAddPlayerFailed() {}
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#endregion
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#endregion
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#region optional UI
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#region optional UI
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/// <summary>
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/// <summary>
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/// virtual so inheriting classes can roll their own
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/// virtual so inheriting classes can roll their own
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/// </summary>
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/// </summary>
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@ -673,6 +676,7 @@ public virtual void OnGUI()
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if (IsSceneActive(RoomScene))
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if (IsSceneActive(RoomScene))
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GUI.Box(new Rect(10f, 180f, 520f, 150f), "PLAYERS");
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GUI.Box(new Rect(10f, 180f, 520f, 150f), "PLAYERS");
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}
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}
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#endregion
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#endregion
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}
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}
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}
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}
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@ -159,12 +159,6 @@ public class #SCRIPTNAME# : NetworkRoomManager
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/// </summary>
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/// </summary>
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public override void OnRoomClientSceneChanged() { }
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public override void OnRoomClientSceneChanged() { }
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/// <summary>
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/// Called on the client when adding a player to the room fails.
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/// <para>This could be because the room is full, or the connection is not allowed to have more players.</para>
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/// </summary>
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public override void OnRoomClientAddPlayerFailed() { }
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#endregion
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#endregion
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#region Optional UI
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#region Optional UI
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