forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			415 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			415 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using FishNet.Component.Observing;
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using FishNet.Connection;
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using FishNet.Managing.Logging;
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using FishNet.Object;
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using FishNet.Serializing;
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using FishNet.Transporting;
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using FishNet.Utility.Extension;
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using System;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace FishNet.Managing.Object
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{
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    public abstract partial class ManagedObjects
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    {
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        #region Public.
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        /// <summary>
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        /// NetworkObjects which are currently active.
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        /// </summary>
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        public Dictionary<int, NetworkObject> Spawned = new Dictionary<int, NetworkObject>();
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        /// <summary>
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        /// NetworkObjects which are currently active on the local client.
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        /// //TODO Move this to ClientObjects.
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        /// </summary>
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        internal List<NetworkObject> LocalClientSpawned = new List<NetworkObject>();
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        #endregion
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        #region Protected.
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        /// <summary>
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        /// Returns the next ObjectId to use.
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        /// </summary>
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        protected internal virtual int GetNextNetworkObjectId(bool errorCheck = true) => NetworkObject.UNSET_OBJECTID_VALUE;
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        /// <summary>
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        /// NetworkManager handling this.
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        /// </summary>
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        protected NetworkManager NetworkManager { get; private set; }
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        /// <summary>
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        /// Objects in currently loaded scenes. These objects can be active or inactive.
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        /// Key is the objectId while value is the object. Key is not the same as NetworkObject.ObjectId.
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        /// </summary>
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        protected Dictionary<ulong, NetworkObject> SceneObjects = new Dictionary<ulong, NetworkObject>();
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        #endregion
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        protected void Initialize(NetworkManager manager)
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        {
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            NetworkManager = manager;
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        }
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        /// <summary>
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        /// Subscribes to SceneManager.SceneLoaded event.
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        /// </summary>
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        /// <param name="subscribe"></param>
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        internal void SubscribeToSceneLoaded(bool subscribe)
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        {
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            if (subscribe)
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                SceneManager.sceneLoaded += SceneManager_sceneLoaded;
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            else
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                SceneManager.sceneLoaded -= SceneManager_sceneLoaded;
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        }
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        /// <summary>
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        /// Called when a scene is loaded.
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        /// </summary>
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        /// <param name="s"></param>
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        /// <param name="arg1"></param>
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        protected internal virtual void SceneManager_sceneLoaded(Scene s, LoadSceneMode arg1) { }
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        /// <summary>
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        /// Called when a NetworkObject runs Deactivate.
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        /// </summary>
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        /// <param name="nob"></param>
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        internal virtual void NetworkObjectUnexpectedlyDestroyed(NetworkObject nob, bool asServer)
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        {
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            if (nob == null)
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                return;
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            RemoveFromSpawned(nob, true, asServer);
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        }
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        /// <summary>
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        /// Removes a NetworkedObject from spawned.
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        /// </summary>
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        private void RemoveFromSpawned(NetworkObject nob, bool unexpectedlyDestroyed, bool asServer)
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        {
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            Spawned.Remove(nob.ObjectId);
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            if (!asServer)
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                LocalClientSpawned.Remove(nob);
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            //Do the same with SceneObjects.
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            if (unexpectedlyDestroyed && nob.IsSceneObject)
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                RemoveFromSceneObjects(nob);
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        }
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        /// <summary>
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        /// Despawns a NetworkObject.
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        /// </summary>
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        internal virtual void Despawn(NetworkObject nob, DespawnType despawnType, bool asServer)
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        {
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            if (nob == null)
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            {
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                NetworkManager.LogWarning($"Cannot despawn a null NetworkObject.");
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                return;
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            }
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            //True if should be destroyed, false if deactivated.
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            bool destroy = false;
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            /* Only modify object state if asServer,
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             * or !asServer and not host. This is so clients, when acting as
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             * host, don't destroy objects they lost observation of. */
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            /* Nested prefabs can never be destroyed. Only check to 
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             * destroy if not nested. By nested prefab, this means the object
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             * despawning is part of another prefab that is also a spawned
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             * network object. */
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            if (!nob.IsNested)
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            {
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                //If as server.
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                if (asServer)
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                {
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                    //Scene object.
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                    if (!nob.IsSceneObject)
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                    {
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                        /* If client-host has visibility
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                         * then disable and wait for client-host to get destroy
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                         * message. Otherwise destroy immediately. */
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                        if (nob.Observers.Contains(NetworkManager.ClientManager.Connection))
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                            NetworkManager.ServerManager.Objects.AddToPending(nob);
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                        else
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                            destroy = true;
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                    }
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                }
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                //Not as server.
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                else
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                {
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                    bool isServer = NetworkManager.IsServer;
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                    //Only check to destroy if not a scene object.
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                    if (!nob.IsSceneObject)
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                    {
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                        /* If was removed from pending then also destroy.
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                        * Pending objects are ones that exist on the server
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                        * side only to await destruction from client side.
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                        * Objects can also be destroyed if server is not
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                        * active. */
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                        destroy = (!isServer || NetworkManager.ServerManager.Objects.RemoveFromPending(nob.ObjectId));
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                    }
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                }
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            }
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            //Deinitialize to invoke callbacks.
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            nob.Deinitialize(asServer);
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            //Remove from match condition only if server.
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            if (asServer)
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                MatchCondition.RemoveFromMatchWithoutRebuild(nob, NetworkManager);
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            RemoveFromSpawned(nob, false, asServer);
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            //If to destroy.
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            if (destroy)
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            {
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                if (despawnType == DespawnType.Destroy)
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                    MonoBehaviour.Destroy(nob.gameObject);
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                else
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                    NetworkManager.StorePooledInstantiated(nob, asServer);
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            }
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            /* If to potentially disable instead of destroy.
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             * This is such as something is despawning server side
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             * but a clientHost is present, or if a scene object. */
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            else
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            {
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                //If as server.
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                if (asServer)
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                {
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                    //If not clientHost then the object can be disabled.
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                    if (!NetworkManager.IsClient)
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                        nob.gameObject.SetActive(false);
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                }
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                //Not as server.
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                else
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                {
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                    //If the server is not active then the object can be disabled.
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                    if (!NetworkManager.IsServer)
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                    {
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                        nob.gameObject.SetActive(false);
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                    }
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                    //If also server then checks must be done.
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                    else
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                    {
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                        /* Object is still spawned on the server side. This means
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                         * the clientHost likely lost visibility. When this is the case
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                         * update clientHost renderers. */
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                        if (NetworkManager.ServerManager.Objects.Spawned.ContainsKey(nob.ObjectId))
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                            nob.SetRenderersVisible(false);
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                        /* No longer spawned on the server, can
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                         * deactivate on the client. */
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                        else
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                            nob.gameObject.SetActive(false);
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                    }
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                }
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                /* Also despawn child objects.
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                 * This only must be done when not destroying
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                 * as destroying would result in the despawn being
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                 * forced. 
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                 *
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                 * Only run if asServer as well. The server will send
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                 * individual despawns for each child. */
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                if (asServer)
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                {
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                    foreach (NetworkObject childNob in nob.ChildNetworkObjects)
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                    {
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                        if (childNob != null && !childNob.IsDeinitializing)
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                            Despawn(childNob, despawnType, asServer);
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                    }
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                }
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            }
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        }
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        /// <summary>
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        /// Updates NetworkBehaviours on nob.
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        /// </summary>
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        /// <param name="asServer"></param>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        protected void UpdateNetworkBehavioursForSceneObject(NetworkObject nob, bool asServer)
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        {
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            //Would have already been done on server side.
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            if (!asServer && NetworkManager.IsServer)
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                return;
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            InitializePrefab(nob, -1);
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        }
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        /// <summary>
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        /// Initializes a prefab, not to be mistaken for initializing a spawned object.
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        /// </summary>
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        /// <param name="prefab">Prefab to initialize.</param>
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        /// <param name="index">Index within spawnable prefabs.</param>
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        public static void InitializePrefab(NetworkObject prefab, int index, ushort? collectionId = null)
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        {
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            if (prefab == null)
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                return;
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            /* Only set the Id if not -1. 
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             * A value of -1 would indicate it's a scene
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             * object. */
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            if (index != -1)
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            {
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                //Use +1 because 0 indicates unset.
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                prefab.PrefabId = (ushort)index;
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                if (collectionId != null)
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                    prefab.SpawnableCollectionId = collectionId.Value;
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            }
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            byte componentIndex = 0;
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            prefab.UpdateNetworkBehaviours(null, ref componentIndex);
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        }
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        /// <summary>
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        /// Despawns Spawned NetworkObjects. Scene objects will be disabled, others will be destroyed.
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        /// </summary>
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        internal virtual void DespawnWithoutSynchronization(bool asServer)
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        {
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            foreach (NetworkObject nob in Spawned.Values)
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                DespawnWithoutSynchronization(nob, asServer, nob.GetDefaultDespawnType(), false);
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            Spawned.Clear();
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        }
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        /// <summary>
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        /// Despawns a network object.
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        /// </summary>
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        /// <param name="nob"></param>
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        internal virtual void DespawnWithoutSynchronization(NetworkObject nob, bool asServer, DespawnType despawnType, bool removeFromSpawned)
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        {
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            //Null can occur when running as host and server already despawns such as when stopping.
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            if (nob == null)
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                return;
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            nob.Deinitialize(asServer);
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            /* Only run if asServer, or not 
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            * asServer and server isn't running. This
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            * prevents objects from affecting the server
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            * as host when being modified client side. */
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            if (asServer || (!asServer && !NetworkManager.IsServer))
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            {
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                if (removeFromSpawned)
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                    RemoveFromSpawned(nob, false, asServer);
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                if (nob.IsSceneObject)
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                {
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                    nob.gameObject.SetActive(false);
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                }
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                else
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                {
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                    if (despawnType == DespawnType.Destroy)
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                        MonoBehaviour.Destroy(nob.gameObject);
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                    else
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                        NetworkManager.StorePooledInstantiated(nob, asServer);
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                }
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            }
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        }
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        /// <summary>
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        /// Adds a NetworkObject to Spawned.
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        /// </summary>
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        /// <param name="nob"></param>
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        internal void AddToSpawned(NetworkObject nob, bool asServer)
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        {
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            Spawned[nob.ObjectId] = nob;
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            if (!asServer)
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            {
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                LocalClientSpawned.Add(nob);
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                //If being added as client and is also server.
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                if (NetworkManager.IsServer)
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                    nob.SetRenderersVisible(true);
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            }
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        }
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        /// <summary>
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        /// Adds a NetworkObject to SceneObjects.
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        /// </summary>
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        /// <param name="nob"></param>
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        protected internal void AddToSceneObjects(NetworkObject nob)
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        {
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            SceneObjects[nob.SceneId] = nob;
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        }
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        /// <summary>
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        /// Removes a NetworkObject from SceneObjects.
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        /// </summary>
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        /// <param name="nob"></param>
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        protected internal void RemoveFromSceneObjects(NetworkObject nob)
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        {
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            SceneObjects.Remove(nob.SceneId);
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        }
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        /// <summary>
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        /// Removes a NetworkObject from SceneObjects.
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        /// </summary>
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        /// <param name="nob"></param>
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        protected internal void RemoveFromSceneObjects(ulong sceneId)
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        {
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            SceneObjects.Remove(sceneId);
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        }
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        /// <summary>
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        /// Finds a NetworkObject within Spawned.
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        /// </summary>
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        /// <param name="objectId"></param>
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        /// <returns></returns>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        protected internal NetworkObject GetSpawnedNetworkObject(int objectId)
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        {
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            NetworkObject r;
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            if (!Spawned.TryGetValueIL2CPP(objectId, out r))
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                NetworkManager.LogError($"Spawned NetworkObject not found for ObjectId {objectId}.");
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            return r;
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        }
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        /// <summary>
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        /// Tries to skip data length for a packet.
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        /// </summary>
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        /// <param name="packetId"></param>
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        /// <param name="reader"></param>
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        /// <param name="dataLength"></param>
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        protected internal void SkipDataLength(ushort packetId, PooledReader reader, int dataLength, int rpcLinkObjectId = -1)
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        {
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            /* -1 means length wasn't set, which would suggest a reliable packet.
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            * Object should never be missing for reliable packets since spawns
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            * and despawns are reliable in order. */
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            if (dataLength == (int)MissingObjectPacketLength.Reliable)
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            {
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                string msg;
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                bool isRpcLink = (packetId >= NetworkManager.StartingRpcLinkIndex);
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                if (isRpcLink)
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                {
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                    msg = (rpcLinkObjectId == -1) ?
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                        $"RPCLink of Id {(PacketId)packetId} could not be found. Remaining data will be purged." :
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                        $"ObjectId {rpcLinkObjectId} for RPCLink {(PacketId)packetId} could not be found.";
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                }
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                else
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                {
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                    msg = $"NetworkBehaviour could not be found for packetId {(PacketId)packetId}. Remaining data will be purged.";
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                }
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                /* Default logging for server is errors only. Use error on client and warning
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                 * on servers to reduce chances of allocation attacks. */
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#if DEVELOPMENT_BUILD || UNITY_EDITOR || !UNITY_SERVER
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                NetworkManager.LogError(msg);
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#else
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                if (NetworkManager.CanLog(LoggingType.Warning))
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                    Debug.LogWarning(msg);
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#endif
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                reader.Clear();
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            }
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            /* If length is known then is unreliable packet. It's possible
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             * this packetId arrived before or after the object was spawned/destroyed.
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             * Skip past the data for this packet and use rest in reader. With non-linked
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             * RPCs length is sent before object information. */
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            else if (dataLength >= 0)
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            {
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                reader.Skip(Math.Min(dataLength, reader.Remaining));
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            }
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            /* -2 indicates the length is very long. Don't even try saving
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             * the packet, user shouldn't be sending this much data over unreliable. */
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            else if (dataLength == (int)MissingObjectPacketLength.PurgeRemaiming)
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            {
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                reader.Clear();
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            }
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        }
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    }
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}
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