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NetworkClient - moved NotifyAuthority and 2 related others down below Reset
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@ -776,56 +776,6 @@ internal void OnStopLocalPlayer()
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}
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}
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bool hadAuthority;
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internal void NotifyAuthority()
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{
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if (!hadAuthority && isOwned)
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OnStartAuthority();
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if (hadAuthority && !isOwned)
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OnStopAuthority();
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hadAuthority = isOwned;
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}
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internal void OnStartAuthority()
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{
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foreach (NetworkBehaviour comp in NetworkBehaviours)
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{
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// an exception in OnStartAuthority should be caught, so that one
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// component's exception doesn't stop all other components from
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// being initialized
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// => this is what Unity does for Start() etc. too.
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// one exception doesn't stop all the other Start() calls!
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try
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{
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comp.OnStartAuthority();
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}
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catch (Exception e)
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{
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Debug.LogException(e, comp);
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}
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}
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}
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internal void OnStopAuthority()
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{
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foreach (NetworkBehaviour comp in NetworkBehaviours)
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{
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// an exception in OnStopAuthority should be caught, so that one
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// component's exception doesn't stop all other components from
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// being initialized
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// => this is what Unity does for Start() etc. too.
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// one exception doesn't stop all the other Start() calls!
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try
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{
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comp.OnStopAuthority();
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}
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catch (Exception e)
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{
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Debug.LogException(e, comp);
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}
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}
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}
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// build dirty mask for server owner & observers (= all dirty components).
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// faster to do it in one iteration instead of iterating separately.
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(ulong, ulong) ServerDirtyMasks(bool initialState)
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@ -1320,6 +1270,56 @@ internal void Reset()
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isLocalPlayer = false;
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}
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bool hadAuthority;
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internal void NotifyAuthority()
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{
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if (!hadAuthority && isOwned)
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OnStartAuthority();
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if (hadAuthority && !isOwned)
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OnStopAuthority();
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hadAuthority = isOwned;
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}
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internal void OnStartAuthority()
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{
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foreach (NetworkBehaviour comp in NetworkBehaviours)
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{
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// an exception in OnStartAuthority should be caught, so that one
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// component's exception doesn't stop all other components from
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// being initialized
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// => this is what Unity does for Start() etc. too.
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// one exception doesn't stop all the other Start() calls!
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try
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{
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comp.OnStartAuthority();
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}
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catch (Exception e)
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{
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Debug.LogException(e, comp);
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}
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}
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}
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internal void OnStopAuthority()
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{
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foreach (NetworkBehaviour comp in NetworkBehaviours)
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{
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// an exception in OnStopAuthority should be caught, so that one
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// component's exception doesn't stop all other components from
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// being initialized
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// => this is what Unity does for Start() etc. too.
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// one exception doesn't stop all the other Start() calls!
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try
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{
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comp.OnStopAuthority();
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}
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catch (Exception e)
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{
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Debug.LogException(e, comp);
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}
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}
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}
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// Called when NetworkIdentity is destroyed
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internal void ClearObservers()
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{
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