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style - PVP
Fixing some trailing whitespace issues and PVP missing XML API.
1 parent e1e79dc commit df2226b

4 files changed

Lines changed: 7 additions & 4 deletions

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com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs

Lines changed: 2 additions & 2 deletions
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@@ -1354,14 +1354,14 @@ private bool CanStart(StartType type)
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/// The world instance assigned to this NetworkManager instance.
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/// </summary>
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public NetcodeWorld NetcodeWorld { get; internal set; }
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internal void InitializeNetcodeWorld()
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{
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if (NetcodeWorld != null)
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{
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return;
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}
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if (this == Singleton)
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{
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if (NetCode.Netcode.IsActive)

com.unity.netcode.gameobjects/Runtime/Spawning/NetworkPrefabHandler.cs

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Original file line numberDiff line numberDiff line change
@@ -421,7 +421,7 @@ public void AddNetworkPrefab(GameObject prefab)
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{
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m_NetworkManager.DeferredMessageManager.ProcessTriggers(IDeferredNetworkMessageManager.TriggerType.OnAddPrefab, networkObject.GlobalObjectIdHash);
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}
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#if UNIFIED_NETCODE
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if (m_NetworkManager.IsListening)
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{

com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/UnifiedNetworkTransformTest.cs

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@@ -42,7 +42,7 @@ protected override IEnumerator OnSetup()
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m_Prefab.AddComponent<DoNothingNetworkTransform>();
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return base.OnSetup();
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}
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protected override void OnServerAndClientsCreated()
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{
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com.unity.netcode.gameobjects/Tests/Runtime/TestHelpers/NetcodeIntegrationTest.cs

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@@ -1656,6 +1656,9 @@ protected IEnumerator CoroutineShutdownAndCleanUp()
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DestroyNetworkManagers();
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}
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/// <summary>
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/// When using hybrid spawning, this handles clean up.
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/// </summary>
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protected void UnifiedCleanup()
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{
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#if UNIFIED_NETCODE

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