forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			404 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			404 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using FishNet.Documenting;
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using FishNet.Managing;
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using FishNet.Object;
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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.SceneManagement;
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namespace FishNet.Connection
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{
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    /// <summary>
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    /// A container for a connected client used to perform actions on and gather information for the declared client.
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    /// </summary>
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    public partial class NetworkConnection : IEquatable<NetworkConnection>
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    {
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        #region Public.
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        /// <summary>
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        /// Called after this connection has loaded start scenes. Boolean will be true if asServer. Available to this connection and server.
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        /// </summary>
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        public event Action<NetworkConnection, bool> OnLoadedStartScenes;
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        /// <summary>
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        /// Called after connection gains ownership of an object, and after the object has been added to Objects. Available to this connection and server.
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        /// </summary>
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        public event Action<NetworkObject> OnObjectAdded;
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        /// <summary>
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        /// Called after connection loses ownership of an object, and after the object has been removed from Objects. Available to this connection and server.
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        /// </summary>
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        public event Action<NetworkObject> OnObjectRemoved;
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        /// <summary>
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        /// NetworkManager managing this class.
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        /// </summary>
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        public NetworkManager NetworkManager { get; private set; }
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        /// <summary>
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        /// True if connection has loaded start scenes. Available to this connection and server.
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        /// </summary>
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        public bool LoadedStartScenes() => (_loadedStartScenesAsServer || _loadedStartScenesAsClient);
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        /// <summary>
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        /// 
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        /// </summary>
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        public bool LoadedStartScenes(bool asServer)
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        {
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            if (asServer)
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                return _loadedStartScenesAsServer;
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            else
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                return _loadedStartScenesAsClient;
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        }
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        /// <summary>
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        /// True if loaded start scenes as server.
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        /// </summary>
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        private bool _loadedStartScenesAsServer;
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        /// <summary>
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        /// True if loaded start scenes as client.
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        /// </summary>
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        private bool _loadedStartScenesAsClient;
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        /// <summary>
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        /// ObjectIds to use for predicted spawning.
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        /// </summary>
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        internal Queue<int> PredictedObjectIds = new Queue<int>();
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        /// <summary>
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        /// True if this connection is authenticated. Only available to server.
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        /// </summary>
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        public bool Authenticated { get; private set; }
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        /// <summary>
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        /// True if this connection IsValid and not Disconnecting.
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        /// </summary>
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        public bool IsActive => (ClientId >= 0 && !Disconnecting);
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        /// <summary>
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        /// True if this connection is valid. An invalid connection indicates no client is set for this reference.
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        /// </summary>
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        public bool IsValid => (ClientId >= 0);
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        /// <summary>
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        /// Unique Id for this connection.
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        /// </summary>
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        public int ClientId = -1;
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        /// <summary>
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        /// 
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        /// </summary>
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        private HashSet<NetworkObject> _objects = new HashSet<NetworkObject>();
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        /// <summary>
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        /// Objects owned by this connection. Available to this connection and server.
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        /// </summary>
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        public IReadOnlyCollection<NetworkObject> Objects => _objects;
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        /// <summary>
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        /// The first object within Objects.
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        /// </summary>
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        public NetworkObject FirstObject { get; private set; }
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        /// <summary>
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        /// Scenes this connection is in. Available to this connection and server.
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        /// </summary>
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        public HashSet<Scene> Scenes { get; private set; } = new HashSet<Scene>();
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        /// <summary>
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        /// True if this connection is being disconnected. Only available to server.
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        /// </summary>
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        public bool Disconnecting { get; private set; }
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        /// <summary>
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        /// Tick when Disconnecting was set.
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        /// </summary>
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        internal uint DisconnectingTick { get; private set; }
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        /// <summary>
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        /// Custom data associated with this connection which may be modified by the user.
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        /// The value of this field are not synchronized over the network.
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        /// </summary>
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        public object CustomData = null;
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        /// <summary>
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        /// Local tick when the connection last replicated.
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        /// </summary>
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        public uint LocalReplicateTick { get; internal set; }
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        /// <summary>
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        /// Tick of the last packet received from this connection.
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        /// This value is only available on the server.
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        /// </summary>
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        /* This is not used internally. At this time it's just
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         * here for the users convienence. */
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        public uint LastPacketTick { get; private set; }
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        /// <summary>
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        /// Sets LastPacketTick value.
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        /// </summary>
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        /// <param name="value"></param>
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        internal void SetLastPacketTick(uint value)
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        {
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            //If new largest tick from the client then update client tick data.
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            if (value > LastPacketTick)
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            {
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                _latestTick = value;
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                _serverLatestTick = NetworkManager.TimeManager.Tick;
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            }
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            LastPacketTick = value;
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        }
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        /// <summary>
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        /// Latest tick that did not arrive out of order from this connection.
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        /// </summary>
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        private uint _latestTick;
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        /// <summary>
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        /// Tick on the server when latestTick was set.
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        /// </summary>
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        private uint _serverLatestTick;
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        [Obsolete("Use LocalTick instead.")] //Remove on 2023/06/01
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        public uint Tick => LocalTick;
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        /// <summary>
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        /// Current approximate local tick as it is on this connection.
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        /// </summary>
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        public uint LocalTick
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        {
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            get
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            {
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                NetworkManager nm = NetworkManager;
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                if (nm != null)
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                {
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                    uint diff = (nm.TimeManager.Tick - _serverLatestTick);
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                    return (diff + _latestTick);
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                }
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                //Fall through, could not process.
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                return 0;
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            }
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        }
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        #endregion
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        #region Const.
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        /// <summary>
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        /// Value used when ClientId has not been set.
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        /// </summary>
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        public const int UNSET_CLIENTID_VALUE = -1;
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        #endregion
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        #region Comparers.
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        public override bool Equals(object obj)
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        {
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            if (obj is NetworkConnection nc)
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                return (nc.ClientId == this.ClientId);
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            else
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                return false;
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        }
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        public bool Equals(NetworkConnection nc)
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        {
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            if (nc is null)
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                return false;
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            //If either is -1 Id.
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            if (this.ClientId == NetworkConnection.UNSET_CLIENTID_VALUE || nc.ClientId == NetworkConnection.UNSET_CLIENTID_VALUE)
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                return false;
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            //Same object.
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            if (System.Object.ReferenceEquals(this, nc))
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                return true;
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            return (this.ClientId == nc.ClientId);
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        }
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        public override int GetHashCode()
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        {
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            return ClientId;
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        }
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        public static bool operator ==(NetworkConnection a, NetworkConnection b)
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        {
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            if (a is null && b is null)
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                return true;
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            if (a is null && !(b is null))
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                return false;
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            return (b == null) ? a.Equals(b) : b.Equals(a);
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        }
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        public static bool operator !=(NetworkConnection a, NetworkConnection b)
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        {
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            return !(a == b);
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        }
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        #endregion
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        [APIExclude]
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        public NetworkConnection() { }
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        [APIExclude]
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        public NetworkConnection(NetworkManager manager, int clientId, bool asServer)
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        {
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            Initialize(manager, clientId, asServer);
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        }
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        public void Dispose()
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        {
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            foreach (PacketBundle p in _toClientBundles)
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                p.Dispose();
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            _toClientBundles.Clear();
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        }
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        /// <summary>
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        /// Initializes this for use.
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        /// </summary>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        private void Initialize(NetworkManager nm, int clientId, bool asServer)
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        {
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            NetworkManager = nm;
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            ClientId = clientId;
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            //Only the server uses the ping and buffer.
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            if (asServer)
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            {
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                InitializeBuffer();
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                InitializePing();
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            }
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        }
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        /// <summary>
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        /// Resets this instance.
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        /// </summary>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        internal void Reset()
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        {
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            _latestTick = 0;
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            _serverLatestTick = 0;
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            LastPacketTick = 0;
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            ClientId = -1;
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            ClearObjects();
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            Authenticated = false;
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            NetworkManager = null;
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            _loadedStartScenesAsClient = false;
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            _loadedStartScenesAsServer = false;
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            SetDisconnecting(false);
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            Scenes.Clear();
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            PredictedObjectIds.Clear();
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            ResetPingPong();
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            LevelOfDetails.Clear();
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            AllowedForcedLodUpdates = 0;
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            LastLevelOfDetailUpdate = 0;
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            LevelOfDetailInfractions = 0;
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        }
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        /// <summary>
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        /// Sets Disconnecting boolean for this connection.
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        /// </summary>
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        internal void SetDisconnecting(bool value)
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        {
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            Disconnecting = value;
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            if (Disconnecting)
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                DisconnectingTick = NetworkManager.TimeManager.LocalTick;
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        }
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        /// <summary>
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        /// Disconnects this connection.
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        /// </summary>
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        /// <param name="immediately">True to disconnect immediately. False to send any pending data first.</param>
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        public void Disconnect(bool immediately)
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        {
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            if (Disconnecting)
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            {
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                NetworkManager.LogWarning($"ClientId {ClientId} is already disconnecting.");
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                return;
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            }
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            SetDisconnecting(true);
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            //If immediately then force disconnect through transport.
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            if (immediately)
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                NetworkManager.TransportManager.Transport.StopConnection(ClientId, true);
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            //Otherwise mark dirty so server will push out any pending information, and then disconnect.
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            else
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                ServerDirty();
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        }
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        /// <summary>
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        /// Returns if just loaded start scenes and sets them as loaded if not.
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        /// </summary>
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        /// <returns></returns>
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        internal bool SetLoadedStartScenes(bool asServer)
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        {
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            bool loadedToCheck = (asServer) ? _loadedStartScenesAsServer : _loadedStartScenesAsClient;
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            //Result becomes true if not yet loaded start scenes.
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            bool result = !loadedToCheck;
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            if (asServer)
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                _loadedStartScenesAsServer = true;
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            else
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                _loadedStartScenesAsClient = true;
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            OnLoadedStartScenes?.Invoke(this, asServer);
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            return result;
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        }
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        /// <summary>
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        /// Sets connection as authenticated.
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        /// </summary>
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        internal void ConnectionAuthenticated()
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        {
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            Authenticated = true;
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        }
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        /// <summary>
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        /// Adds to Objects owned by this connection.
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        /// </summary>
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        /// <param name="nob"></param>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        internal void AddObject(NetworkObject nob)
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        {
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            _objects.Add(nob);
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            //If adding the first object then set new FirstObject.
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            if (_objects.Count == 1)
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                FirstObject = nob;
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            OnObjectAdded?.Invoke(nob);
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        }
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        /// <summary>
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        /// Removes from Objects owned by this connection.
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        /// </summary>
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        /// <param name="nob"></param>
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        [MethodImpl(MethodImplOptions.AggressiveInlining)]
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        internal void RemoveObject(NetworkObject nob)
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        {
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            _objects.Remove(nob);
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            //If removing the first object then set a new one.
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            if (nob == FirstObject)
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                SetFirstObject();
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            OnObjectRemoved?.Invoke(nob);
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        }
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        /// <summary>
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        /// Clears all Objects.
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        /// </summary>
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        private void ClearObjects()
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        {
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            _objects.Clear();
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            FirstObject = null;
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        }
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        /// <summary>
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        /// Sets FirstObject using the first element in Objects.
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        /// </summary>
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        private void SetFirstObject()
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        {
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            if (_objects.Count == 0)
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            {
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                FirstObject = null;
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            }
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            else
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            {
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                foreach (NetworkObject nob in Objects)
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                {
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                    FirstObject = nob;
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                    break;
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                }
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            }
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        }
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        /// <summary>
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        /// Adds a scene to this connections Scenes.
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        /// </summary>
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        /// <param name="scene"></param>
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        /// <returns></returns>
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        internal bool AddToScene(Scene scene)
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        {
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            return Scenes.Add(scene);
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        }
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        /// <summary>
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        /// Removes a scene to this connections Scenes.
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        /// </summary>
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        /// <param name="scene"></param>
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        /// <returns></returns>
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        internal bool RemoveFromScene(Scene scene)
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        {
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            return Scenes.Remove(scene);
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        }
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    }
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} |