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Merge branch 'develop' into sam/feat/add-profile-manager-to-index
# Conflicts: # README.md
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README.md

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@@ -168,6 +168,7 @@ Running the game over internet currently requires setting up a relay.
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* Character movements - [Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacterMovement.cs](Assets/Scripts/Gameplay/GameplayObjects/Character/ServerCharacterMovement.cs)
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* Client driven movements - Boss Room is server driven with anticipation animation. See [Client Driven bitesize](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.bitesize/tree/main/Basic/ClientDriven) for client driven gameplay
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* Player spawn - SpawnPlayer() in [Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs](Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs)
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* Player camera setup (with cinemachine) - OnNetworkSpawn() in [Assets/Scripts/Gameplay/GameplayObjects/Character/ClientCharacter.cs](Assets/Scripts/Gameplay/GameplayObjects/Character/ClientCharacter.cs)
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### Game Flow
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* Application Controller - [Assets/Scripts/ApplicationLifecycle/ApplicationController.cs ](Assets/Scripts/ApplicationLifecycle/ApplicationController.cs)
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### Connectivity
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* Disconnecting every client with reason - OnUserRequestedShutdown() in [Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs ](Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs)
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* Connection approval with reason sent to the client when denied - ApprovalCheck() in [Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs ](Assets/Scripts/ConnectionManagement/ConnectionState/HostingState.cs)
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* Connection state machine - [Assets/Scripts/ConnectionManagement/ConnectionManager.cs ](Assets/Scripts/ConnectionManagement/ConnectionManager.cs) <br> [Assets/Scripts/ConnectionManagement/ConnectionState/](Assets/Scripts/ConnectionManagement/ConnectionState/)
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* Connection state machine with error handling - [Assets/Scripts/ConnectionManagement/ConnectionManager.cs ](Assets/Scripts/ConnectionManagement/ConnectionManager.cs) <br> [Assets/Scripts/ConnectionManagement/ConnectionState/](Assets/Scripts/ConnectionManagement/ConnectionState/)
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* UTP setup for IP - ConnectionMethodIP in [Assets/Scripts/ConnectionManagement/ConnectionMethod.cs](Assets/Scripts/ConnectionManagement/ConnectionMethod.cs)
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* UTP setup for Relay - ConnectionMethodRelay in [Assets/Scripts/ConnectionManagement/ConnectionMethod.cs](Assets/Scripts/ConnectionManagement/ConnectionMethod.cs)
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* Session manager - [Packages/com.unity.multiplayer.samples.coop/Utilities/Net/SessionManager.cs ](Packages/com.unity.multiplayer.samples.coop/Utilities/Net/SessionManager.cs)
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* RTT stats - [Assets/Scripts/Utils/NetworkOverlay/NetworkStats.cs](Assets/Scripts/Utils/NetworkOverlay/NetworkStats.cs)
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* Relay Create - StartHostLobby() in [Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs ](Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs)
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* Authentication - EnsurePlayerIsAuthorized() in [Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs ](Assets/Scripts/UnityServices/Auth/AuthenticationServiceFacade.cs)
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* Authentication - Profile management for ParrelSync/local instances - GetProfile() in [Assets/Scripts/Utils/ProfileManager.cs](Assets/Scripts/Utils/ProfileManager.cs)
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* Profile manager for ParrelSync and local play [Assets/Scripts/Utils/ProfileManager.cs](Assets/Scripts/Utils/ProfileManager.cs)
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### Tools and Utilities
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* Networked message channel (inter-class and networked messaging) - [Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs](Assets/Scripts/Infrastructure/PubSub/NetworkedMessageChannel.cs)

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