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Used Expression Body Members to make code smaller and nicer in NetworkIdentity. (#486)
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@ -52,14 +52,7 @@ public sealed class NetworkIdentity : MonoBehaviour
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// all spawned NetworkIdentities by netId. needed on server and client.
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public static Dictionary<uint, NetworkIdentity> spawned = new Dictionary<uint, NetworkIdentity>();
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public NetworkBehaviour[] NetworkBehaviours
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{
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get
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{
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m_NetworkBehaviours = m_NetworkBehaviours ?? GetComponents<NetworkBehaviour>();
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return m_NetworkBehaviours;
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}
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}
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public NetworkBehaviour[] NetworkBehaviours => m_NetworkBehaviours = m_NetworkBehaviours ?? GetComponents<NetworkBehaviour>();
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// the AssetId trick:
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// - ideally we would have a serialized 'Guid m_AssetId' but Unity can't
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@ -111,10 +104,7 @@ internal void SetClientOwner(NetworkConnection conn)
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}
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// used during dispose after disconnect
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internal void ClearClientOwner()
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{
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clientAuthorityOwner = null;
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}
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internal void ClearClientOwner() => clientAuthorityOwner = null;
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internal void ForceAuthority(bool authority)
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{
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@ -135,10 +125,7 @@ internal void ForceAuthority(bool authority)
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}
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static uint s_NextNetworkId = 1;
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internal static uint GetNextNetworkId()
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{
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return s_NextNetworkId++;
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}
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internal static uint GetNextNetworkId() => s_NextNetworkId++;
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public delegate void ClientAuthorityCallback(NetworkConnection conn, NetworkIdentity identity, bool authorityState);
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public static ClientAuthorityCallback clientAuthorityCallback;
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@ -154,20 +141,9 @@ internal void SetNetworkInstanceId(uint newNetId)
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}
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// only used when fixing duplicate scene IDs during post-processing
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public void ForceSceneId(uint newSceneId)
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{
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m_SceneId = newSceneId;
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}
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internal void EnableIsClient()
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{
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isClient = true;
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}
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internal void EnableIsServer()
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{
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m_IsServer = true;
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}
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public void ForceSceneId(uint newSceneId) => m_SceneId = newSceneId;
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internal void EnableIsClient() => isClient = true;
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internal void EnableIsServer() => m_IsServer = true;
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// used when the player object for a connection changes
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internal void SetNotLocalPlayer()
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@ -200,21 +176,9 @@ void OnValidate()
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SetupIDs();
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}
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void AssignAssetID(GameObject prefab)
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{
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string path = AssetDatabase.GetAssetPath(prefab);
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AssignAssetID(path);
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}
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void AssignAssetID(string path)
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{
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m_AssetId = AssetDatabase.AssetPathToGUID(path);
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}
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bool ThisIsAPrefab()
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{
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return PrefabUtility.IsPartOfPrefabAsset(gameObject);
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}
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void AssignAssetID(GameObject prefab) => AssignAssetID(AssetDatabase.GetAssetPath(prefab));
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void AssignAssetID(string path) => m_AssetId = AssetDatabase.AssetPathToGUID(path);
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bool ThisIsAPrefab() => PrefabUtility.IsPartOfPrefabAsset(gameObject);
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bool ThisIsASceneObjectWithPrefabParent(out GameObject prefab)
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{
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@ -873,10 +837,7 @@ public bool AssignClientAuthority(NetworkConnection conn)
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// marks the identity for future reset, this is because we cant reset the identity during destroy
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// as people might want to be able to read the members inside OnDestroy(), and we have no way
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// of invoking reset after OnDestroy is called.
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internal void MarkForReset()
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{
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m_Reset = true;
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}
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internal void MarkForReset() => m_Reset = true;
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// if we have marked an identity for reset we do the actual reset.
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internal void Reset()
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