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OnStartServer isServer check + initialization moved to NetworkServer for cleaner code
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@ -635,13 +635,6 @@ void OnDestroy()
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internal void OnStartServer()
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{
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// do nothing if already spawned
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if (isServer)
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return;
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// set isServer flag
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isServer = true;
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// set isLocalPlayer earlier, in case OnStartLocalplayer is called
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// AFTER OnStartClient, in which case it would still be falsse here.
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// many projects will check isLocalPlayer in OnStartClient though.
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@ -1182,7 +1182,16 @@ static void SpawnObject(GameObject obj, NetworkConnection ownerConnection)
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if (ownerConnection is LocalConnectionToClient)
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identity.isOwned = true;
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identity.OnStartServer();
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// only call OnStartServer if not spawned yet.
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// check used to be in NetworkIdentity. may not be necessary anymore.
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if (!identity.isServer)
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{
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// configure NetworkIdentity
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identity.isServer = true;
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// callback after all fields were set
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identity.OnStartServer();
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}
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// Debug.Log($"SpawnObject instance ID {identity.netId} asset ID {identity.assetId}");
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@ -108,9 +108,8 @@ public void IsServerOnly()
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{
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CreateNetworked(out _, out NetworkIdentity identity, out EmptyBehaviour emptyBehaviour);
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// call OnStartServer so isServer is true
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identity.OnStartServer();
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Assert.That(identity.isServer, Is.True);
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// set isServer
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identity.isServer = true;
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// isServerOnly should be true when isServer = true && isClient = false
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Assert.That(emptyBehaviour.isServer, Is.True);
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@ -558,9 +557,8 @@ public void GetSyncVarGameObjectOnServer()
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{
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CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out NetworkBehaviourGetSyncVarGameObjectComponent comp);
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// call OnStartServer so isServer is true
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identity.OnStartServer();
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Assert.That(identity.isServer, Is.True);
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// set isServer
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identity.isServer = true;
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// create a syncable GameObject
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CreateNetworked(out GameObject go, out NetworkIdentity ni);
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@ -584,9 +582,8 @@ public void GetSyncVarGameObjectOnServerNull()
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{
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CreateNetworked(out GameObject gameObject, out NetworkIdentity identity, out NetworkBehaviourGetSyncVarGameObjectComponent comp);
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// call OnStartServer and assign netId so isServer is true
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identity.OnStartServer();
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Assert.That(identity.isServer, Is.True);
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// set isServer
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identity.isServer = true;
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// get it on the server. null should work fine.
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GameObject result = comp.GetSyncVarGameObjectExposed();
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@ -719,9 +716,8 @@ public void GetSyncVarNetworkIdentityOnServer()
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity, out NetworkBehaviourGetSyncVarNetworkIdentityComponent comp);
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// call OnStartServer so isServer is true
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identity.OnStartServer();
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Assert.That(identity.isServer, Is.True);
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// set isServer
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identity.isServer = true;
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// create a syncable GameObject
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CreateNetworked(out _, out NetworkIdentity ni);
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@ -742,9 +738,8 @@ public void GetSyncVarNetworkIdentityOnServerNull()
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{
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CreateNetworked(out GameObject _, out NetworkIdentity identity, out NetworkBehaviourGetSyncVarNetworkIdentityComponent comp);
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// call OnStartServer so isServer is true
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identity.OnStartServer();
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Assert.That(identity.isServer, Is.True);
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// set isServer
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identity.isServer = true;
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// get it on the server. null should work fine.
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NetworkIdentity result = comp.GetSyncVarNetworkIdentityExposed();
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@ -551,9 +551,8 @@ public void AssignAndRemoveClientAuthority()
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// server is needed
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NetworkServer.Listen(1);
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// call OnStartServer so that isServer is true
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identity.OnStartServer();
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Assert.That(identity.isServer, Is.True);
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// set isServer to true
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identity.isServer = true;
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// assign authority
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result = identity.AssignClientAuthority(owner);
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