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removing duplicated call
(cherry picked from commit 47444a1)
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Assets/Scripts/Gameplay/ConnectionManagement/ConnectionState/OfflineConnectionState.cs

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@@ -142,7 +142,6 @@ void ConnectClient(string playerId, string playerName)
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// If the socket connection fails, we'll hear back by getting an ReceiveServerToClientSetDisconnectReason_CustomMessage callback for ourselves and get a message telling us the reason
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// If the socket connection succeeds, we'll get our ReceiveServerToClientConnectResult_CustomMessage invoked. This is where game-layer failures will be reported.
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m_ConnectionManager.NetworkManager.StartClient();
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SceneLoaderWrapper.Instance.AddOnSceneEventCallback();
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}
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bool StartHost(string playerId, string playerName)

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