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Update some comments.
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com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs

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@@ -1986,6 +1986,12 @@ private void OnClientLoadedScene(uint sceneEventId, Scene scene)
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/// </summary>
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internal Func<Scene, bool> ExcludeSceneFromSychronization;
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/// <summary>
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/// This is used for distributed authority sessions only and assures that
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/// when many clients attempt to connect at the same time they will be
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/// handled sequentially so as to not saturate the session owner's maximum
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/// reliable messages.
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/// </summary>
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internal List<ulong> ClientConnectionQueue = new List<ulong>();
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/// <summary>
@@ -1996,6 +2002,7 @@ private void OnClientLoadedScene(uint sceneEventId, Scene scene)
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/// synchronized.
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/// </summary>
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/// <param name="clientId">newly joined client identifier</param>
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/// <param name="synchronizingService">true only when invoked on a newly connected and approved client.</param>
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internal void SynchronizeNetworkObjects(ulong clientId, bool synchronizingService = false)
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{
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// If we are connected to a live service hosted session and we are not doing the initial synchronization for the service...

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