Removed scene management and reworked netConfig comparison
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dbc6ac1370
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0a6e22c95e
@ -3,7 +3,6 @@ using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using System.Linq;
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using System.Linq;
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using System.Security.Cryptography;
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using System.Security.Cryptography;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.Networking;
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namespace MLAPI
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namespace MLAPI
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@ -69,7 +68,17 @@ namespace MLAPI
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public bool CompareConfig(byte[] hash)
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public bool CompareConfig(byte[] hash)
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{
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{
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return hash.SequenceEqual(GetConfig());
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byte[] localConfigHash = GetConfig();
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if (hash.Length != localConfigHash.Length)
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return false;
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for (int i = 0; i < hash.Length; i++)
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{
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if (hash[i] != localConfigHash[i])
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return false;
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}
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return true;
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}
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}
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}
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}
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}
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}
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@ -2,10 +2,8 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.Networking;
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using UnityEngine.SceneManagement;
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namespace MLAPI
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namespace MLAPI
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{
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{
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@ -42,8 +40,6 @@ namespace MLAPI
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private Dictionary<ushort, int> messageHandlerCounter;
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private Dictionary<ushort, int> messageHandlerCounter;
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private Dictionary<ushort, Stack<int>> releasedMessageHandlerCounters;
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private Dictionary<ushort, Stack<int>> releasedMessageHandlerCounters;
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internal int serverClientId;
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internal int serverClientId;
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public int PlaySceneIndex;
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public int MenuSceneIndex;
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internal Dictionary<uint, NetworkedObject> spawnedObjects;
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internal Dictionary<uint, NetworkedObject> spawnedObjects;
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public Dictionary<uint, NetworkedObject> SpawnedObjects
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public Dictionary<uint, NetworkedObject> SpawnedObjects
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{
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{
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@ -263,7 +259,6 @@ namespace MLAPI
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public void StartServer(NetworkingConfiguration netConfig)
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public void StartServer(NetworkingConfiguration netConfig)
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{
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{
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SceneManager.LoadScene(PlaySceneIndex);
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ConnectionConfig cConfig = Init(netConfig);
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ConnectionConfig cConfig = Init(netConfig);
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if (NetworkConfig.ConnectionApproval)
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if (NetworkConfig.ConnectionApproval)
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{
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{
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@ -293,7 +288,6 @@ namespace MLAPI
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public void StartHost(NetworkingConfiguration netConfig)
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public void StartHost(NetworkingConfiguration netConfig)
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{
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{
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SceneManager.LoadScene(PlaySceneIndex);
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ConnectionConfig cConfig = Init(netConfig);
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ConnectionConfig cConfig = Init(netConfig);
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if (NetworkConfig.ConnectionApproval)
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if (NetworkConfig.ConnectionApproval)
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{
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{
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