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Assets/BossRoom/Scripts/Game/Client/UI/IPConnectionWindow.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -53,7 +53,7 @@ void OnTimeElapsed()
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m_IPUIMediator.DisableSignInSpinner();
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}
5555

56-
var utp = (UnityTransport) NetworkManager.Singleton.NetworkConfig.NetworkTransport;
56+
var utp = (UnityTransport)NetworkManager.Singleton.NetworkConfig.NetworkTransport;
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var maxConnectAttempts = utp.MaxConnectAttempts;
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var connectTimeoutMS = utp.ConnectTimeoutMS;
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StartCoroutine(DisplayUTPConnectionDuration(maxConnectAttempts, connectTimeoutMS, OnTimeElapsed));

Assets/BossRoom/Scripts/Game/ConnectionManagement/GameNetPortal.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -179,7 +179,7 @@ private void OnNetworkReady()
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/// <param name="port">The port to connect to. </param>
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public bool StartHost(string ipaddress, int port)
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{
182-
var utp = (UnityTransport) NetworkManager.Singleton.NetworkConfig.NetworkTransport;
182+
var utp = (UnityTransport)NetworkManager.Singleton.NetworkConfig.NetworkTransport;
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utp.SetConnectionData(ipaddress, (ushort)port);
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return StartHost();
@@ -200,7 +200,7 @@ public async void StartUnityRelayHost()
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await m_LobbyServiceFacade.UpdatePlayerRelayInfoAsync(allocationIdBytes.ToString(), joinCode);
201201

202202
// we now need to set the RelayCode somewhere :P
203-
var utp = (UnityTransport) NetworkManager.Singleton.NetworkConfig.NetworkTransport;
203+
var utp = (UnityTransport)NetworkManager.Singleton.NetworkConfig.NetworkTransport;
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utp.SetHostRelayData(ipv4Address, port, allocationIdBytes, key, connectionData, isSecure: true);
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}
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catch (Exception e)

Assets/BossRoom/Scripts/Infrastructure/Editor/NetworkLatencyWarning.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -21,7 +21,7 @@ void Update()
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{
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if (NetworkManager.Singleton != null && (NetworkManager.Singleton.IsClient || NetworkManager.Singleton.IsServer))
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{
24-
var unityTransport = (UnityTransport) NetworkManager.Singleton.NetworkConfig.NetworkTransport;
24+
var unityTransport = (UnityTransport)NetworkManager.Singleton.NetworkConfig.NetworkTransport;
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// adding this preprocessor directive check since UnityTransport's simulator tools only inject latency in #UNITY_EDITOR or in #DEVELOPMENT_BUILD
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#if UNITY_EDITOR || DEVELOPMENT_BUILD

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