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Simplify network connection clientOwnedObjects (#758)
* Simplify network connection clientOwnedObjects * Whoops, missed this null check in NetworkServer. Thanks vis
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@ -16,7 +16,7 @@ public class NetworkConnection : IDisposable
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public string address;
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public float lastMessageTime;
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public NetworkIdentity playerController { get; internal set; }
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public HashSet<uint> clientOwnedObjects;
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public HashSet<uint> clientOwnedObjects = new HashSet<uint>();
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public bool logNetworkMessages;
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// this is always true for regular connections, false for local
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@ -58,8 +58,6 @@ public void Dispose()
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}
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protected virtual void Dispose(bool disposing)
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{
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if (clientOwnedObjects != null)
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{
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foreach (uint netId in clientOwnedObjects)
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{
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@ -68,8 +66,7 @@ protected virtual void Dispose(bool disposing)
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identity.clientAuthorityOwner = null;
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}
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}
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}
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clientOwnedObjects = null;
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clientOwnedObjects.Clear();
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}
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public void Disconnect()
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@ -278,13 +275,12 @@ public virtual bool TransportSend(int channelId, byte[] bytes, out byte error)
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internal void AddOwnedObject(NetworkIdentity obj)
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{
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clientOwnedObjects = clientOwnedObjects ?? new HashSet<uint>();
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clientOwnedObjects.Add(obj.netId);
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}
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internal void RemoveOwnedObject(NetworkIdentity obj)
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{
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clientOwnedObjects?.Remove(obj.netId);
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clientOwnedObjects.Remove(obj.netId);
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}
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}
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}
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@ -977,8 +977,6 @@ public static void DestroyPlayerForConnection(NetworkConnection conn)
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// so we need null checks for both of them.
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// => destroy what we can destroy.
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if (conn.clientOwnedObjects != null)
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{
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HashSet<uint> tmp = new HashSet<uint>(conn.clientOwnedObjects);
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foreach (uint netId in tmp)
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{
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@ -987,7 +985,6 @@ public static void DestroyPlayerForConnection(NetworkConnection conn)
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Destroy(identity.gameObject);
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}
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}
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}
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if (conn.playerController != null)
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{
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