forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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using FishNet.Connection;
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using FishNet.Utility.Constant;
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using System.Runtime.CompilerServices;
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[assembly: InternalsVisibleTo(UtilityConstants.GENERATED_ASSEMBLY_NAME)]
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namespace FishNet.Managing.Scened
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{
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/// <summary>
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/// Data generated when loading a scene.
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/// </summary>
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public class LoadQueueData
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{
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/// <summary>
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/// Clients which receive this SceneQueueData. If Networked, all clients do. If Connections, only the specified Connections do.
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/// </summary>
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[System.NonSerialized]
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public SceneScopeType ScopeType;
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/// <summary>
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/// Connections to load scenes for. Only valid on the server and when ScopeType is Connections.
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/// </summary>
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[System.NonSerialized]
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public NetworkConnection[] Connections = new NetworkConnection[0];
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/// <summary>
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/// SceneLoadData to use.
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/// </summary>
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public SceneLoadData SceneLoadData = null;
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/// <summary>
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/// Current global scenes.
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/// </summary>
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public string[] GlobalScenes = new string[0];
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/// <summary>
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/// True if to iterate this queue data as server.
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/// </summary>
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[System.NonSerialized]
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public readonly bool AsServer;
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public LoadQueueData() { }
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internal LoadQueueData(SceneScopeType scopeType, NetworkConnection[] conns, SceneLoadData sceneLoadData, string[] globalScenes, bool asServer)
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{
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ScopeType = scopeType;
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Connections = conns;
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SceneLoadData = sceneLoadData;
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GlobalScenes = globalScenes;
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AsServer = asServer;
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}
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}
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}
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