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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Mirror.Examples.MultipleMatch
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{
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[RequireComponent(typeof(NetworkMatch))]
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public class MatchController : NetworkBehaviour
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{
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internal readonly SyncDictionary<NetworkIdentity, MatchPlayerData> matchPlayerData = new SyncDictionary<NetworkIdentity, MatchPlayerData>();
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internal readonly Dictionary<CellValue, CellGUI> MatchCells = new Dictionary<CellValue, CellGUI>();
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CellValue boardScore = CellValue.None;
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bool playAgain = false;
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[Header("GUI References")]
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public CanvasGroup canvasGroup;
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public Text gameText;
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public Button exitButton;
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public Button playAgainButton;
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public Text winCountLocal;
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public Text winCountOpponent;
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[Header("Diagnostics")]
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[ReadOnly, SerializeField] internal CanvasController canvasController;
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[ReadOnly, SerializeField] internal NetworkIdentity player1;
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[ReadOnly, SerializeField] internal NetworkIdentity player2;
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[ReadOnly, SerializeField] internal NetworkIdentity startingPlayer;
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[SyncVar(hook = nameof(UpdateGameUI))]
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[ReadOnly, SerializeField] internal NetworkIdentity currentPlayer;
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void Awake()
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{
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#if UNITY_2022_2_OR_NEWER
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canvasController = GameObject.FindAnyObjectByType<CanvasController>();
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#else
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// Deprecated in Unity 2023.1
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canvasController = GameObject.FindObjectOfType<CanvasController>();
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#endif
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}
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public override void OnStartServer()
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{
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StartCoroutine(AddPlayersToMatchController());
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}
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// For the SyncDictionary to properly fire the update callback, we must
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// wait a frame before adding the players to the already spawned MatchController
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IEnumerator AddPlayersToMatchController()
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{
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yield return null;
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matchPlayerData.Add(player1, new MatchPlayerData { playerIndex = CanvasController.playerInfos[player1.connectionToClient].playerIndex });
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matchPlayerData.Add(player2, new MatchPlayerData { playerIndex = CanvasController.playerInfos[player2.connectionToClient].playerIndex });
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}
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public override void OnStartClient()
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{
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canvasGroup.alpha = 1f;
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canvasGroup.interactable = true;
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canvasGroup.blocksRaycasts = true;
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exitButton.gameObject.SetActive(false);
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playAgainButton.gameObject.SetActive(false);
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// Assign handler for SyncDictionary changes
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matchPlayerData.OnChange = UpdateWins;
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}
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[ClientCallback]
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public void UpdateGameUI(NetworkIdentity _, NetworkIdentity newPlayerTurn)
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{
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if (!newPlayerTurn) return;
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if (newPlayerTurn.gameObject.GetComponent<NetworkIdentity>().isLocalPlayer)
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{
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gameText.text = "Your Turn";
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gameText.color = Color.blue;
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}
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else
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{
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gameText.text = "Their Turn";
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gameText.color = Color.red;
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}
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}
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[ClientCallback]
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public void UpdateWins(SyncDictionary<NetworkIdentity, MatchPlayerData>.Operation op, NetworkIdentity key, MatchPlayerData matchPlayerData)
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{
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if (key.gameObject.GetComponent<NetworkIdentity>().isLocalPlayer)
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winCountLocal.text = $"Player {matchPlayerData.playerIndex}\n{matchPlayerData.wins}";
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else
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winCountOpponent.text = $"Player {matchPlayerData.playerIndex}\n{matchPlayerData.wins}";
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}
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[Command(requiresAuthority = false)]
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public void CmdMakePlay(CellValue cellValue, NetworkConnectionToClient sender = null)
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{
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// If wrong player or cell already taken, ignore
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if (sender.identity != currentPlayer || MatchCells[cellValue].playerIdentity != null)
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return;
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MatchCells[cellValue].playerIdentity = currentPlayer;
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RpcUpdateCell(cellValue, currentPlayer);
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MatchPlayerData mpd = matchPlayerData[currentPlayer];
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mpd.currentScore = mpd.currentScore | cellValue;
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matchPlayerData[currentPlayer] = mpd;
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boardScore |= cellValue;
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if (CheckWinner(mpd.currentScore))
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{
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mpd.wins += 1;
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matchPlayerData[currentPlayer] = mpd;
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RpcShowWinner(currentPlayer);
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currentPlayer = null;
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}
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else if (boardScore == CellValue.Full)
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{
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RpcShowWinner(null);
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currentPlayer = null;
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}
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else
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{
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// Set currentPlayer SyncVar so clients know whose turn it is
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currentPlayer = currentPlayer == player1 ? player2 : player1;
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}
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}
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[ServerCallback]
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bool CheckWinner(CellValue currentScore)
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{
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if ((currentScore & CellValue.TopRow) == CellValue.TopRow)
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return true;
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if ((currentScore & CellValue.MidRow) == CellValue.MidRow)
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return true;
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if ((currentScore & CellValue.BotRow) == CellValue.BotRow)
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return true;
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if ((currentScore & CellValue.LeftCol) == CellValue.LeftCol)
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return true;
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if ((currentScore & CellValue.MidCol) == CellValue.MidCol)
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return true;
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if ((currentScore & CellValue.RightCol) == CellValue.RightCol)
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return true;
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if ((currentScore & CellValue.Diag1) == CellValue.Diag1)
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return true;
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if ((currentScore & CellValue.Diag2) == CellValue.Diag2)
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return true;
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return false;
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}
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[ClientRpc]
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public void RpcUpdateCell(CellValue cellValue, NetworkIdentity player)
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{
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MatchCells[cellValue].SetPlayer(player);
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}
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[ClientRpc]
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public void RpcShowWinner(NetworkIdentity winner)
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{
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foreach (CellGUI cellGUI in MatchCells.Values)
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cellGUI.GetComponent<Button>().interactable = false;
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if (winner == null)
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{
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gameText.text = "Draw!";
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gameText.color = Color.yellow;
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}
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else if (winner.gameObject.GetComponent<NetworkIdentity>().isLocalPlayer)
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{
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gameText.text = "Winner!";
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gameText.color = Color.blue;
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}
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else
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{
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gameText.text = "Loser!";
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gameText.color = Color.red;
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}
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exitButton.gameObject.SetActive(true);
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playAgainButton.gameObject.SetActive(true);
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}
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// Assigned in inspector to ReplayButton::OnClick
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[ClientCallback]
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public void RequestPlayAgain()
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{
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playAgainButton.gameObject.SetActive(false);
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CmdPlayAgain();
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}
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[Command(requiresAuthority = false)]
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public void CmdPlayAgain(NetworkConnectionToClient sender = null)
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{
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if (!playAgain)
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playAgain = true;
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else
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{
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playAgain = false;
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RestartGame();
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}
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}
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[ServerCallback]
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public void RestartGame()
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{
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boardScore = CellValue.None;
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NetworkIdentity[] keys = new NetworkIdentity[matchPlayerData.Keys.Count];
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matchPlayerData.Keys.CopyTo(keys, 0);
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foreach (NetworkIdentity identity in keys)
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{
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MatchPlayerData mpd = matchPlayerData[identity];
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mpd.currentScore = CellValue.None;
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matchPlayerData[identity] = mpd;
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}
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RpcRestartGame();
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startingPlayer = startingPlayer == player1 ? player2 : player1;
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currentPlayer = startingPlayer;
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}
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[ClientRpc]
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public void RpcRestartGame()
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{
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foreach (CellGUI cellGUI in MatchCells.Values)
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cellGUI.SetPlayer(null);
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exitButton.gameObject.SetActive(false);
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playAgainButton.gameObject.SetActive(false);
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}
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// Assigned in inspector to BackButton::OnClick
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[Client]
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public void RequestExitGame()
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{
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exitButton.gameObject.SetActive(false);
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playAgainButton.gameObject.SetActive(false);
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CmdRequestExitGame();
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}
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[Command(requiresAuthority = false)]
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public void CmdRequestExitGame(NetworkConnectionToClient sender = null)
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{
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StartCoroutine(ServerEndMatch(sender, false));
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}
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[ServerCallback]
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public void OnPlayerDisconnect(NetworkConnectionToClient conn)
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{
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// Check that the disconnecting client is a player in this match
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if (player1 == conn.identity || player2 == conn.identity)
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StartCoroutine(ServerEndMatch(conn, true));
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}
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[ServerCallback]
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public IEnumerator ServerEndMatch(NetworkConnectionToClient conn, bool disconnected)
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{
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RpcExitGame();
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canvasController.OnPlayerDisconnect -= OnPlayerDisconnect;
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// Wait for the ClientRpc to get out ahead of object destruction
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yield return new WaitForSeconds(0.1f);
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// Mirror will clean up the disconnecting client so we only need to clean up the other remaining client.
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// If both players are just returning to the Lobby, we need to remove both connection Players
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if (!disconnected)
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{
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NetworkServer.RemovePlayerForConnection(player1.connectionToClient, RemovePlayerOptions.Destroy);
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CanvasController.waitingConnections.Add(player1.connectionToClient);
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NetworkServer.RemovePlayerForConnection(player2.connectionToClient, RemovePlayerOptions.Destroy);
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CanvasController.waitingConnections.Add(player2.connectionToClient);
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}
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else if (conn == player1.connectionToClient)
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{
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// player1 has disconnected - send player2 back to Lobby
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NetworkServer.RemovePlayerForConnection(player2.connectionToClient, RemovePlayerOptions.Destroy);
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CanvasController.waitingConnections.Add(player2.connectionToClient);
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}
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else if (conn == player2.connectionToClient)
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{
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// player2 has disconnected - send player1 back to Lobby
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NetworkServer.RemovePlayerForConnection(player1.connectionToClient, RemovePlayerOptions.Destroy);
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CanvasController.waitingConnections.Add(player1.connectionToClient);
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}
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// Skip a frame to allow the Removal(s) to complete
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yield return null;
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// Send latest match list
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canvasController.SendMatchList();
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NetworkServer.Destroy(gameObject);
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}
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[ClientRpc]
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public void RpcExitGame()
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{
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canvasController.OnMatchEnded();
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}
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}
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}
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