alap
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// simple component that holds match information
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using System;
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using UnityEngine;
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namespace Mirror
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{
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[DisallowMultipleComponent]
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[AddComponentMenu("Network/ Interest Management/ Match/Network Match")]
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[HelpURL("https://mirror-networking.gitbook.io/docs/guides/interest-management")]
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public class NetworkMatch : NetworkBehaviour
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{
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Guid _matchId;
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#pragma warning disable IDE0052 // Suppress warning for unused field...this is for debugging purposes
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[SerializeField, ReadOnly]
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[Tooltip("Match ID is shown here on server for debugging purposes.")]
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string MatchID = string.Empty;
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#pragma warning restore IDE0052
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///<summary>Set this to the same value on all networked objects that belong to a given match</summary>
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public Guid matchId
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{
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get => _matchId;
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set
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{
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if (!NetworkServer.active)
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throw new InvalidOperationException("matchId can only be set at runtime on active server");
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if (_matchId == value)
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return;
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Guid oldMatch = _matchId;
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_matchId = value;
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MatchID = value.ToString();
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// Only inform the AOI if this netIdentity has been spawned (isServer) and only if using a MatchInterestManagement
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if (isServer && NetworkServer.aoi is MatchInterestManagement matchInterestManagement)
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matchInterestManagement.OnMatchChanged(this, oldMatch);
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}
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}
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}
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}
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