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update for compile error - wip
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3 files changed

+6
-3
lines changed

3 files changed

+6
-3
lines changed

Assets/BossRoom/Scripts/Shared/Infrastructure/PubSub/MessageChannelDIExtensions.cs

Lines changed: 3 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,5 @@
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using System;
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namespace Unity.Multiplayer.Samples.BossRoom.Shared.Infrastructure
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{
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public static class MessageChannelDIExtensions
@@ -6,7 +8,7 @@ public static void BindMessageChannelInstance<TMessage>(this DIScope scope)
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{
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scope.BindInstanceAsSingle<MessageChannel<TMessage>, IPublisher<TMessage>, ISubscriber<TMessage>, IMessageChannel<TMessage>>(new MessageChannel<TMessage>());
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}
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public static void BindNetworkedMessageChannelInstance<TMessage>(this DIScope scope) where TMessage : unmanaged
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public static void BindNetworkedMessageChannelInstance<TMessage>(this DIScope scope) where TMessage : unmanaged, IComparable, IConvertible, IComparable<TMessage>, IEquatable<TMessage>
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{
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scope.BindInstanceAsSingle<NetworkedMessageChannel<TMessage>, IPublisher<TMessage>, ISubscriber<TMessage>, IMessageChannel<TMessage>>(new NetworkedMessageChannel<TMessage>());
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}

Assets/BossRoom/Scripts/Shared/Infrastructure/PubSub/NetworkedMessageChannel.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -12,7 +12,7 @@ namespace Unity.Multiplayer.Samples.BossRoom.Shared.Infrastructure
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/// subscribing will be required each time a new session starts.
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/// </summary>
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/// <typeparam name="T"></typeparam>
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public class NetworkedMessageChannel<T> : MessageChannel<T> where T : unmanaged
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public class NetworkedMessageChannel<T> : MessageChannel<T> where T : unmanaged, IComparable, IConvertible, IComparable<T>, IEquatable<T>
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{
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string m_Name;
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Assets/BossRoom/Scripts/Shared/NetworkNameState.cs

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,3 +1,4 @@
1+
using System;
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using Unity.Collections;
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using Unity.Netcode;
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using UnityEngine;
@@ -18,7 +19,7 @@ public class NetworkNameState : NetworkBehaviour
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/// </summary>
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public struct FixedPlayerName : INetworkSerializable
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{
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private FixedString32Bytes m_Name;
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ForceNetworkSerializeByMemcpy<FixedString32Bytes> m_Name; // using ForceNetworkSerializeByMemcpy to force compatibility between FixedString and NetworkSerializable
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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serializer.SerializeValue(ref m_Name);

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