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fix: game frozen when client leaves in postgame [MTT-4342] (#719)
* simplifying NGO callback handling in ServerBossRoomState
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+2
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Assets/Scripts/Gameplay/GameState/ServerBossRoomState.cs

Lines changed: 2 additions & 24 deletions
Original file line numberDiff line numberDiff line change
@@ -79,38 +79,16 @@ void OnNetworkSpawn()
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m_Subscription = m_LifeStateChangedEventMessageSubscriber.Subscribe(OnLifeStateChangedEventMessage);
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NetworkManager.Singleton.SceneManager.OnLoadComplete += OnServerLoadComplete;
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NetworkManager.Singleton.SceneManager.OnUnloadComplete += OnServerUnloadComplete;
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}
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void OnNetworkDespawn()
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{
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m_Subscription?.Dispose();
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NetworkManager.Singleton.SceneManager.OnLoadComplete -= OnServerLoadComplete;
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NetworkManager.Singleton.SceneManager.OnUnloadComplete -= OnServerUnloadComplete;
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}
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void OnServerLoadComplete(ulong clientId, string sceneName, LoadSceneMode loadSceneMode)
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{
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if (clientId != NetworkManager.ServerClientId)
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{
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return;
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}
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NetworkManager.Singleton.OnClientDisconnectCallback += OnClientDisconnect;
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NetworkManager.Singleton.SceneManager.OnLoadEventCompleted += OnLoadEventCompleted;
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NetworkManager.Singleton.SceneManager.OnSynchronizeComplete += OnSynchronizeComplete;
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SessionManager<SessionPlayerData>.Instance.OnSessionStarted();
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}
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void OnServerUnloadComplete(ulong clientId, string sceneName)
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void OnNetworkDespawn()
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{
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if (clientId != NetworkManager.ServerClientId)
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{
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return;
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}
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m_Subscription?.Dispose();
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NetworkManager.Singleton.OnClientDisconnectCallback -= OnClientDisconnect;
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NetworkManager.Singleton.SceneManager.OnLoadEventCompleted -= OnLoadEventCompleted;

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