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CHANGELOG.md

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* Updated Boss Room to NGO 1.2.0 (#791).
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* Removed a workaround in our tests waiting for two frames before shutting down a client that is attempting to connect to a server. (see https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2261)
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* Replaced the workaround using custom messages to send a disconnect reason to clients with the new DisconnectReason feature in NGO. (#790)
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* Updating editor version to 2021.3.15f1 (#795)
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## [2.0.3] - 2022-12-05
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Packages/manifest.json

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"com.unity.2d.sprite": "1.0.0",
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"com.unity.ai.navigation.components": "https://github.com/Unity-Technologies/NavMeshComponents.git#package",
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"com.unity.cinemachine": "2.8.9",
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"com.unity.collab-proxy": "1.17.2",
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"com.unity.ide.rider": "3.0.15",
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"com.unity.collab-proxy": "1.17.7",
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"com.unity.ide.rider": "3.0.16",
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"com.unity.ide.visualstudio": "2.0.16",
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"com.unity.ide.vscode": "1.2.5",
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"com.unity.learn.iet-framework": "2.2.2",
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"com.unity.netcode.gameobjects": "1.2.0",
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"com.unity.performance.profile-analyzer": "1.1.1",
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"com.unity.postprocessing": "3.2.2",
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"com.unity.render-pipelines.universal": "12.1.7",
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"com.unity.services.authentication": "2.2.0",
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"com.unity.render-pipelines.universal": "12.1.8",
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"com.unity.services.authentication": "2.3.1",
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"com.unity.services.lobby": "1.0.3",
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"com.unity.services.relay": "1.0.3",
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"com.unity.test-framework": "1.1.31",

Packages/packages-lock.json

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"url": "https://packages.unity.com"
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},
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"com.unity.collab-proxy": {
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"version": "1.17.2",
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"version": "1.17.7",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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"url": "https://packages.unity.com"
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},
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"com.unity.ide.rider": {
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"version": "3.0.15",
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"version": "3.0.16",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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"url": "https://packages.unity.com"
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},
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"com.unity.render-pipelines.core": {
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"version": "12.1.7",
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"version": "12.1.8",
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"depth": 1,
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"source": "builtin",
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"dependencies": {
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}
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},
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"com.unity.render-pipelines.universal": {
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"version": "12.1.7",
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"version": "12.1.8",
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"depth": 0,
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"source": "builtin",
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"dependencies": {
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"com.unity.mathematics": "1.2.1",
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"com.unity.burst": "1.7.3",
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"com.unity.render-pipelines.core": "12.1.7",
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"com.unity.shadergraph": "12.1.7"
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"com.unity.render-pipelines.core": "12.1.8",
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"com.unity.shadergraph": "12.1.8"
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}
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},
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"com.unity.searcher": {
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"url": "https://packages.unity.com"
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},
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"com.unity.services.authentication": {
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"version": "2.2.0",
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"version": "2.3.1",
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"depth": 0,
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"source": "registry",
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"dependencies": {
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"url": "https://packages.unity.com"
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},
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"com.unity.services.core": {
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"version": "1.4.3",
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"version": "1.6.0",
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"depth": 1,
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"source": "registry",
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"dependencies": {
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"url": "https://packages.unity.com"
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},
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"com.unity.shadergraph": {
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"version": "12.1.7",
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"version": "12.1.8",
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"depth": 1,
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"source": "builtin",
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"dependencies": {
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"com.unity.render-pipelines.core": "12.1.7",
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"com.unity.render-pipelines.core": "12.1.8",
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"com.unity.searcher": "4.9.1"
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}
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},
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version https://git-lfs.github.com/spec/v1
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oid sha256:77b89d6e6754a95eceff013c5fbd97e0745748c18264e1edc70745c020c9adea
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size 1142
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oid sha256:c3da4ac99612962231120e459a7dacb9980606e08ac155ed38712507d2184f47
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size 1194

ProjectSettings/ProjectVersion.txt

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m_EditorVersion: 2021.3.12f1
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m_EditorVersionWithRevision: 2021.3.12f1 (8af3c3e441b1)
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m_EditorVersion: 2021.3.15f1
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m_EditorVersionWithRevision: 2021.3.15f1 (e8e88683f834)

README.md

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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 Join - StartClientLobby() in [Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.cs ](Assets/Scripts/ConnectionManagement/ConnectionState/OfflineState.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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