@@ -48,7 +48,6 @@ public Dictionary<uint, NetworkedObject> SpawnedObjects
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return spawnedObjects ;
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}
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}
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- public List < uint > spawnedObjectIds ;
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private Stack < uint > releasedNetworkObjectIds ;
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private uint networkObjectIdCounter ;
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private uint GetNetworkObjectId ( )
@@ -98,7 +97,6 @@ internal GameObject SpawnObject(int spawnablePrefabIndex, uint networkId, int ow
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}
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netObject . OwnerClientId = ownerId ;
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- singleton . spawnedObjectIds . Add ( netObject . NetworkId ) ;
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singleton . spawnedObjects . Add ( netObject . NetworkId , netObject ) ;
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return go ;
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}
@@ -123,7 +121,6 @@ internal GameObject SpawnPlayerObject(int clientId, uint networkId)
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}
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netObject . IsPlayerObject = true ;
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connectedClients [ clientId ] . PlayerObject = go ;
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- singleton . spawnedObjectIds . Add ( netObject . NetworkId ) ;
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singleton . spawnedObjects . Add ( netObject . NetworkId , netObject ) ;
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return go ;
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}
@@ -221,7 +218,6 @@ private ConnectionConfig Init(NetworkingConfiguration netConfig)
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messageHandlerCounter = new Dictionary < ushort , int > ( ) ;
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releasedMessageHandlerCounters = new Dictionary < ushort , Stack < int > > ( ) ;
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spawnedObjects = new Dictionary < uint , NetworkedObject > ( ) ;
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- spawnedObjectIds = new List < uint > ( ) ;
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releasedNetworkObjectIds = new Stack < uint > ( ) ;
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if ( NetworkConfig . HandleObjectSpawning )
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{
@@ -230,7 +226,6 @@ private ConnectionConfig Init(NetworkingConfiguration netConfig)
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{
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uint networkId = GetNetworkObjectId ( ) ;
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spawnedObjects . Add ( networkId , sceneObjects [ i ] ) ;
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- spawnedObjectIds . Add ( networkId ) ;
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}
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}
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@@ -806,22 +801,28 @@ private void HandleApproval(int clientId, bool approved)
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if ( NetworkConfig . HandleObjectSpawning )
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{
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int amountOfObjectsToSend = 0 ;
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- for ( int i = 0 ; i < spawnedObjectIds . Count ; i ++ )
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+ foreach ( KeyValuePair < uint , NetworkedObject > pair in spawnedObjects )
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{
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- if ( spawnedObjects [ spawnedObjectIds [ i ] ] . ServerOnly )
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+ if ( pair . Value . ServerOnly )
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continue ;
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else
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amountOfObjectsToSend ++ ;
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}
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writer . Write ( amountOfObjectsToSend ) ;
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- for ( int i = 0 ; i < spawnedObjectIds . Count ; i ++ )
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+
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+ foreach ( KeyValuePair < uint , NetworkedObject > pair in spawnedObjects )
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{
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- if ( spawnedObjects [ spawnedObjectIds [ i ] ] . ServerOnly )
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+ if ( pair . Value . ServerOnly )
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+ continue ;
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+ else
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+ amountOfObjectsToSend ++ ;
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+
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+ if ( pair . Value . ServerOnly )
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continue ;
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- writer . Write ( spawnedObjects [ spawnedObjectIds [ i ] ] . IsPlayerObject ) ;
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- writer . Write ( spawnedObjects [ spawnedObjectIds [ i ] ] . NetworkId ) ;
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- writer . Write ( spawnedObjects [ spawnedObjectIds [ i ] ] . OwnerClientId ) ;
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- writer . Write ( spawnedObjects [ spawnedObjectIds [ i ] ] . SpawnablePrefabId ) ;
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+ writer . Write ( pair . Value . IsPlayerObject ) ;
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+ writer . Write ( pair . Value . NetworkId ) ;
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+ writer . Write ( pair . Value . OwnerClientId ) ;
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+ writer . Write ( pair . Value . SpawnablePrefabId ) ;
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}
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}
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}
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