Removed list of spawned object ids
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@ -48,7 +48,6 @@ namespace MLAPI
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return spawnedObjects;
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}
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}
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public List<uint> spawnedObjectIds;
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private Stack<uint> releasedNetworkObjectIds;
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private uint networkObjectIdCounter;
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private uint GetNetworkObjectId()
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@ -98,7 +97,6 @@ namespace MLAPI
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}
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netObject.OwnerClientId = ownerId;
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singleton.spawnedObjectIds.Add(netObject.NetworkId);
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singleton.spawnedObjects.Add(netObject.NetworkId, netObject);
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return go;
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}
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@ -123,7 +121,6 @@ namespace MLAPI
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}
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netObject.IsPlayerObject = true;
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connectedClients[clientId].PlayerObject = go;
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singleton.spawnedObjectIds.Add(netObject.NetworkId);
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singleton.spawnedObjects.Add(netObject.NetworkId, netObject);
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return go;
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}
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@ -221,7 +218,6 @@ namespace MLAPI
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messageHandlerCounter = new Dictionary<ushort, int>();
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releasedMessageHandlerCounters = new Dictionary<ushort, Stack<int>>();
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spawnedObjects = new Dictionary<uint, NetworkedObject>();
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spawnedObjectIds = new List<uint>();
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releasedNetworkObjectIds = new Stack<uint>();
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if (NetworkConfig.HandleObjectSpawning)
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{
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@ -230,7 +226,6 @@ namespace MLAPI
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{
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uint networkId = GetNetworkObjectId();
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spawnedObjects.Add(networkId, sceneObjects[i]);
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spawnedObjectIds.Add(networkId);
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}
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}
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@ -806,22 +801,28 @@ namespace MLAPI
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if (NetworkConfig.HandleObjectSpawning)
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{
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int amountOfObjectsToSend = 0;
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for (int i = 0; i < spawnedObjectIds.Count; i++)
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foreach (KeyValuePair<uint, NetworkedObject> pair in spawnedObjects)
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{
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if (spawnedObjects[spawnedObjectIds[i]].ServerOnly)
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if (pair.Value.ServerOnly)
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continue;
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else
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amountOfObjectsToSend++;
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}
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writer.Write(amountOfObjectsToSend);
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for (int i = 0; i < spawnedObjectIds.Count; i++)
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foreach (KeyValuePair<uint, NetworkedObject> pair in spawnedObjects)
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{
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if (spawnedObjects[spawnedObjectIds[i]].ServerOnly)
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if (pair.Value.ServerOnly)
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continue;
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writer.Write(spawnedObjects[spawnedObjectIds[i]].IsPlayerObject);
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writer.Write(spawnedObjects[spawnedObjectIds[i]].NetworkId);
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writer.Write(spawnedObjects[spawnedObjectIds[i]].OwnerClientId);
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writer.Write(spawnedObjects[spawnedObjectIds[i]].SpawnablePrefabId);
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else
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amountOfObjectsToSend++;
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if (pair.Value.ServerOnly)
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continue;
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writer.Write(pair.Value.IsPlayerObject);
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writer.Write(pair.Value.NetworkId);
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writer.Write(pair.Value.OwnerClientId);
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writer.Write(pair.Value.SpawnablePrefabId);
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}
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}
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}
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