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fix(InterestManagement): Separate ResetState (#3743)
* fix(InterestManagement): Separate ResetState We should not have hijacked Unity's callback for runtime resets. * Updated Template
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dd1a457f71
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@ -25,7 +25,7 @@ int GetVisRange(NetworkIdentity identity)
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}
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[ServerCallback]
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public override void Reset()
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public override void ResetState()
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{
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lastRebuildTime = 0D;
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CustomRanges.Clear();
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@ -72,7 +72,7 @@ public override void OnRebuildObservers(NetworkIdentity identity, HashSet<Networ
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}
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[ServerCallback]
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public override void Reset()
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public override void ResetState()
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{
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lastRebuildTime = 0D;
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}
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@ -23,7 +23,7 @@ protected virtual void OnEnable()
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}
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[ServerCallback]
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public virtual void Reset() {}
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public virtual void ResetState() {}
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// Callback used by the visibility system to determine if an observer
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// (player) can see the NetworkIdentity. If this function returns true,
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@ -161,7 +161,7 @@ static void Initialize()
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// reset Interest Management so that rebuild intervals
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// start at 0 when starting again.
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if (aoi != null) aoi.Reset();
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if (aoi != null) aoi.ResetState();
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// reset NetworkTime
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NetworkTime.ResetStatics();
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@ -244,7 +244,7 @@ public static void Shutdown()
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OnDisconnectedEvent = null;
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OnErrorEvent = null;
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if (aoi != null) aoi.Reset();
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if (aoi != null) aoi.ResetState();
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}
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static void RemoveTransportHandlers()
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@ -75,7 +75,7 @@ public class #SCRIPTNAME# : InterestManagement
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/// Called by NetworkServer in Initialize and Shutdown
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/// </summary>
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[ServerCallback]
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public override void Reset() { }
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public override void ResetState() { }
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[ServerCallback]
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void Update()
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