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@ -220,6 +220,15 @@ internal static void RemoveLocalConnection()
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RemoveConnection(0);
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RemoveConnection(0);
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}
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}
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/// <summary>True if we have no external connections (host is allowed)</summary>
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public static bool NoExternalConnections()
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{
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return connections.Count == 0 ||
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(connections.Count == 1 && localConnection != null);
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}
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[Obsolete("NoConnections was renamed to NoExternalConnections because that's what it checks for.")]
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public static bool NoConnections() => NoExternalConnections();
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// send ////////////////////////////////////////////////////////////////
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// send ////////////////////////////////////////////////////////////////
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/// <summary>Send a message to all clients, even those that haven't joined the world yet (non ready)</summary>
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/// <summary>Send a message to all clients, even those that haven't joined the world yet (non ready)</summary>
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public static void SendToAll<T>(T message, int channelId = Channels.DefaultReliable, bool sendToReadyOnly = false)
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public static void SendToAll<T>(T message, int channelId = Channels.DefaultReliable, bool sendToReadyOnly = false)
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@ -524,15 +533,6 @@ public static void DisconnectAllConnections()
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connections.Clear();
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connections.Clear();
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}
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}
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/// <summary>True if we have no external connections (host is allowed)</summary>
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public static bool NoExternalConnections()
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{
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return connections.Count == 0 ||
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(connections.Count == 1 && localConnection != null);
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}
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[Obsolete("NoConnections was renamed to NoExternalConnections because that's what it checks for.")]
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public static bool NoConnections() => NoExternalConnections();
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// add/remove/replace player ///////////////////////////////////////////
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// add/remove/replace player ///////////////////////////////////////////
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/// <summary>Called by server after AddPlayer message to add the player for the connection.</summary>
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/// <summary>Called by server after AddPlayer message to add the player for the connection.</summary>
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// When a player is added for a connection, the client for that
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// When a player is added for a connection, the client for that
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