gamemode stub
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@@ -81,43 +81,39 @@ namespace Game
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{
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using var _ = Utilities.ProfileScope("NetworkManager_OnServerUpdate");
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while (server.PopEvent(out NetworkEvent eventData))
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while (server.PopEvent(out NetworkEvent networkEvent))
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{
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switch (eventData.EventType)
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switch (networkEvent.EventType)
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{
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case NetworkEventType.Connected:
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{
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Console.Print($"Client({eventData.Sender.ConnectionId}) connected!");
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Console.Print($"Client({networkEvent.Sender.ConnectionId}) connected!");
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ConnectedClients.Add(eventData.Sender);
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ConnectedClients.Add(networkEvent.Sender);
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Console.Print("Connected clients: " + ConnectedClients.Count);
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// Send hello message to the client back
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{
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var sendmessage = server.BeginSendMessage();
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sendmessage.WriteString($"Welcome, ({eventData.Sender.ConnectionId})");
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server.EndSendMessage(NetworkChannelType.Reliable, sendmessage, eventData.Sender);
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NetworkMessage sendmessage = server.BeginSendMessage();
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sendmessage.WriteByte((byte)NetworkMessageType.Message);
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//sendmessage.WriteString($"Welcome, ({networkEvent.Sender.ConnectionId})");
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server.EndSendMessage(NetworkChannelType.Reliable, sendmessage, networkEvent.Sender);
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}
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break;
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}
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case NetworkEventType.Disconnected:
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case NetworkEventType.Timeout:
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{
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Console.Print($"Client({eventData.Sender.ConnectionId}) disconnected!");
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Console.Print($"Client({networkEvent.Sender.ConnectionId}) disconnected!");
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ConnectedClients.Remove(eventData.Sender);
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ConnectedClients.Remove(networkEvent.Sender);
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Console.Print("Connected clients: " + ConnectedClients.Count);
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break;
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}
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case NetworkEventType.Message:
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{
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// Read the message contents
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var message = eventData.Message;
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var messageData = message.ReadString();
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Console.Print($"Received message from Client({eventData.Sender.ConnectionId}): {messageData}");
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server.RecycleMessage(message);
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OnNetworkMessage(networkEvent);
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server.RecycleMessage(networkEvent.Message);
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break;
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}
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default:
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