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ConnectionArray: syntax improved to simplify code
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@ -1,6 +1,7 @@
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#if ENABLE_UNET
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#if ENABLE_UNET
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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namespace UnityEngine.Networking
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namespace UnityEngine.Networking
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{
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{
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@ -68,11 +69,7 @@ public NetworkConnection Get(int connId)
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// call this if the connection may not exist (in disconnect handler)
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// call this if the connection may not exist (in disconnect handler)
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public NetworkConnection GetUnsafe(int connId)
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public NetworkConnection GetUnsafe(int connId)
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{
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{
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if (connId < 0 || connId >= m_Connections.Count)
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return (0 <= connId && connId < connections.Count) ? m_Connections[connId] : null;
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{
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return null;
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}
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return m_Connections[connId];
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}
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}
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public void Remove(int connId)
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public void Remove(int connId)
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@ -83,7 +80,7 @@ public void Remove(int connId)
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return;
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return;
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}
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}
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if (connId < 0 || connId >= m_Connections.Count)
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if (connId >= m_Connections.Count)
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{
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{
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if (LogFilter.logWarn) { Debug.LogWarning("ConnectionArray Remove invalid index " + connId); }
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if (LogFilter.logWarn) { Debug.LogWarning("ConnectionArray Remove invalid index " + connId); }
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return;
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return;
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@ -108,17 +105,11 @@ public bool ContainsPlayer(GameObject player, out NetworkConnection conn)
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for (int i = LocalIndex; i < m_Connections.Count; i++)
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for (int i = LocalIndex; i < m_Connections.Count; i++)
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{
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{
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conn = Get(i);
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conn = Get(i);
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if (conn != null)
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if (conn != null && conn.playerControllers.Any(pc => pc.IsValid && pc.gameObject == player))
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{
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for (int j = 0; j < conn.playerControllers.Count; j++)
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{
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if (conn.playerControllers[j].IsValid && conn.playerControllers[j].gameObject == player)
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{
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{
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return true;
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return true;
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}
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}
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}
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}
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}
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}
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return false;
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return false;
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}
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}
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}
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}
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