Toggle session panel with Escape as in-game pause overlay
- Panel shows in Main while disconnected, auto-hides once a connection is established, and toggles open/closed with Escape in the Lobby or on a Map. - Escape now pauses gameplay (active mode exits, cursor freed, paint and movement disabled) instead of ending the match directly; closing restores the prior mode via SwitchTo. - Disconnect button is context-aware: leaves the session in the Lobby, acts as "Back to Lobby" (EndMatch) for the match authority on a Map, and stays a plain disconnect for non-authority clients on a Map. - Removed the Escape->EndMatch handler from MatchManager; match end now routes through RequestEndMatch with the same authority routing. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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4 files changed
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@@ -63,6 +63,11 @@ public class GameModeManager : MonoBehaviour
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private readonly List<GameMode> _modes = new List<GameMode>();
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private int _activeIndex = -1;
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private bool _paused;
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private int _resumeIndex = -1;
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/// <summary>True while local gameplay is suspended for a modal overlay (see <see cref="SetPaused"/>).</summary>
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public bool IsPaused => _paused;
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/// <summary>The currently active mode (null before startup).</summary>
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public GameMode ActiveMode =>
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@@ -145,6 +150,9 @@ public class GameModeManager : MonoBehaviour
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/// </summary>
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public void BindSpectator()
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{
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_paused = false;
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_resumeIndex = -1;
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player = null;
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painter = null;
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PainterChanged?.Invoke(null);
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@@ -165,6 +173,10 @@ public class GameModeManager : MonoBehaviour
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{
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if (!localPlayer) return;
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// A fresh bind is a definitive state reset - drop any modal pause so the new avatar starts live.
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_paused = false;
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_resumeIndex = -1;
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var setup = localPlayer.GetComponent<NetworkPlayerSetup>();
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player = localPlayer;
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@@ -216,6 +228,9 @@ public class GameModeManager : MonoBehaviour
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/// </summary>
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public void ReleaseToNoPlayer()
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{
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_paused = false;
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_resumeIndex = -1;
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ActiveMode?.Exit();
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_activeIndex = -1;
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_modes.Clear();
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@@ -236,8 +251,54 @@ public class GameModeManager : MonoBehaviour
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Cursor.visible = true;
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}
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/// <summary>
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/// Pauses or resumes local gameplay for a full-screen modal overlay (the online session panel, opened
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/// with Esc in the lobby/map). Pausing frees the OS cursor and suppresses ALL local input - movement,
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/// painting, camera look and the mode-switch key - WITHOUT tearing down the mode cycle, so resuming
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/// re-enters the exact mode that was active and restores its camera/cursor state. It mirrors the
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/// <see cref="ReleaseToNoPlayer"/> cursor handling (Exit the active mode, then park the orbit rig in
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/// Disabled so it stops re-grabbing the cursor every frame) but is reversible. No-op if unchanged.
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/// </summary>
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public void SetPaused(bool paused)
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{
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if (paused == _paused) return;
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_paused = paused;
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if (paused)
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{
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_resumeIndex = _activeIndex;
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ActiveMode?.Exit(); // undo any FreeCam/First-Person takeover (also releases the cursor)
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_activeIndex = -1;
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// Painting and movement run off their own flags/Update loops and the orbit rig re-asserts the
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// cursor each frame from its LookMode, so stop them all explicitly, then free the cursor. A
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// Disabled look-mode keeps the cursor free every frame (the same trick ReleaseToNoPlayer uses).
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if (player) player.ControlEnabled = false;
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if (painter) painter.PaintingEnabled = false;
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if (cameraInput)
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{
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cameraInput.enabled = true;
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cameraInput.LookMode = ThirdPersonOrbitInput.OrbitLookMode.Disabled;
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}
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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ModeChanged?.Invoke(null); // hide mode-following UI (the paint HUD) beneath the overlay
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}
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else
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{
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int resume = _resumeIndex;
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_resumeIndex = -1;
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if (resume >= 0 && resume < _modes.Count)
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SwitchTo(resume); // re-Enter restores player/painter/look + cursor (+ re-shows the HUD)
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else
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ModeChanged?.Invoke(ActiveMode);
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}
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}
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private void Update()
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{
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if (_paused) return;
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if (_modes.Count == 0) return;
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if (WasSwitchPressed())
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@@ -4,9 +4,6 @@ using Unity.Collections;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Server-authoritative match flow. Lives on the persistent NetworkManager object in the boot scene
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@@ -37,17 +34,19 @@ using UnityEngine.InputSystem;
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/// (strictly serialized - an NGO constraint, only one scene op in flight); then every player object is
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/// despawned and respawned as its role's prefab variant.
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///
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/// Match-control AUTHORITY: the client allowed to start (walk into the trigger) and end (Esc) the match.
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/// Match-control AUTHORITY: the client allowed to start (walk into the trigger) and end the match.
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/// A host has its own player, so the host is the authority. A DEDICATED server (StartServer, no local
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/// player) hands authority to the FIRST client that connects, so a server nobody plays on is still
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/// controllable. The id is server-local; the designated remote client is told via a named message so it
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/// reads Esc locally and asks the server (which validates the sender) to end. If the authority leaves,
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/// it is reassigned to another connected client.
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/// can ask the server (which validates the sender) to end. If the authority leaves, it is reassigned to
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/// another connected client.
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///
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/// End / join / teardown:
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/// - The match authority presses Esc -> <see cref="EndMatch"/>: Test Map is swapped back to Lobby and
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/// everyone is respawned as the neutral Player. The host/server ends directly; a remote authority
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/// client requests it over a named message that only the authority's id is honored for.
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/// - The match authority ends the match via <see cref="RequestEndMatch"/> -> <see cref="EndMatch"/>
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/// (driven by the online session panel's "Back to Lobby" button - Esc opens that panel rather than
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/// ending directly). Test Map is swapped back to Lobby and everyone is respawned as the neutral Player.
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/// The host/server ends directly; a remote authority client requests it over a named message that only
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/// the authority's id is honored for. A non-authority client's panel button is a plain disconnect.
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/// - A client that joins MID-MATCH spawns as a SPECTATOR: a dedicated EMPTY prefab (no body/collider)
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/// bound to free-cam-only, so it flies around the running map and watches but does not play. It
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/// respawns as a neutral lobby Player when the match ends.
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@@ -244,35 +243,6 @@ public class MatchManager : MonoBehaviour
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ReturnToMainOnly();
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}
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// Esc ends the running match (sends everyone back to the lobby) - but only for the match AUTHORITY.
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// The host/server reads it locally and ends directly. A remote authority client (dedicated server)
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// can't end the match itself (the flow is server-authoritative), so it asks the server over a named
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// message; the server validates the sender is the authority and that a match is running.
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private void Update()
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{
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if (_net == null) return;
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if (_net.IsServer)
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{
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if (Phase == MatchPhase.InMatch && IsMatchAuthority(_net.LocalClientId) && EscapePressed())
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EndMatch();
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return;
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}
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// Pure client: Phase is server-local, so we don't gate on it here - the server checks it on receipt.
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if (_isLocalAuthority && EscapePressed())
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RequestEndMatchFromServer();
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}
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private static bool EscapePressed()
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{
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#if ENABLE_INPUT_SYSTEM
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return Keyboard.current != null && Keyboard.current.escapeKey.wasPressedThisFrame;
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#else
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return Input.GetKeyDown(KeyCode.Escape);
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#endif
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}
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private void HookSceneManager()
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{
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if (_hooked || _net == null || _net.SceneManager == null) return;
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@@ -527,6 +497,35 @@ public class MatchManager : MonoBehaviour
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/// <summary>True if the given client currently holds match-control authority (may start and end the match).</summary>
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public bool IsMatchAuthority(ulong clientId) => _hasAuthorityClient && clientId == _authorityClientId;
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/// <summary>True if THIS machine holds match authority - the host (whose own client id is the authority)
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/// or the granted authority client on a dedicated server. Drives the online panel's Disconnect button:
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/// on the map the authority's button means "Back to Lobby" (end the match); everyone else disconnects.</summary>
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public bool IsLocalMatchAuthority
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{
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get
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{
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if (_net == null) return false;
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if (_net.IsServer) return IsMatchAuthority(_net.LocalClientId);
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return _isLocalAuthority;
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}
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}
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/// <summary>Ends the running match for everyone (back to the Lobby), routed through authority: the
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/// host/server ends directly; a remote authority client asks the server. No-op if this machine is not
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/// the authority or no match is running. Replaces the old Esc handler - now driven by the panel button.</summary>
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public void RequestEndMatch()
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{
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if (_net == null) return;
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if (_net.IsServer) { EndMatch(); return; } // EndMatch itself guards Phase == InMatch
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if (_isLocalAuthority) RequestEndMatchFromServer();
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}
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// Local active-scene kind. Every peer sets its active scene to Lobby/Map as those load (see OnSceneEvent)
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// and back to Main on teardown, so a local UI can tell where it is without the server-local Phase.
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public bool IsLocalSceneMain => SceneManager.GetActiveScene().name == mainSceneName;
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public bool IsLocalSceneLobby => SceneManager.GetActiveScene().name == lobbySceneName;
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public bool IsLocalSceneMap => SceneManager.GetActiveScene().name == matchSceneName;
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// Server -> client: tell the designated client it is the match authority (so it reads Esc locally).
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private void SendAuthorityGrant(ulong clientId)
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{
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@@ -1,7 +1,11 @@
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using System.Collections.Generic;
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEngine.UI;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// uGUI binding for <see cref="OnlineSessionManager"/>. Drives the server-browser canvas - Host / Refresh /
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@@ -13,6 +17,13 @@ using UnityEngine.UI;
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/// Selection model: Refresh fills the list with clones of <see cref="entryTemplate"/> (each a clickable row
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/// showing name + player count). Clicking a row selects it; Join connects to the selected session. While
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/// connected, only Disconnect is interactable.
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///
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/// Overlay behaviour: the panel is always shown in Main (not connected). Once a connection is up it hides;
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/// in the lobby/map Esc toggles it back as a modal pause overlay (cursor freed, local gameplay suspended via
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/// <see cref="GameModeManager.SetPaused"/>). On the map the Disconnect button becomes "Back to Lobby" for the
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/// match authority (ends the match), while everyone else (in the lobby, or a non-authority client on the map)
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/// gets a plain disconnect. Only the visual <see cref="panelRoot"/> is toggled - this binder stays alive on
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/// its (always-active) canvas so it keeps reading Esc while the panel is hidden.
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/// </summary>
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public class OnlineSessionBrowserUI : MonoBehaviour
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{
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@@ -33,6 +44,11 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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[Header("Status")]
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[SerializeField] private TMP_Text statusLabel;
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[Header("Overlay")]
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[Tooltip("Visual container toggled by Esc while connected (the panel root). Must be a CHILD of this " +
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"binder's object so the binder keeps running - and reading Esc - while the panel is hidden.")]
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[SerializeField] private GameObject panelRoot;
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[Tooltip("Background tint of the selected row.")]
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[SerializeField] private Color selectedTint = new Color(0.26f, 0.52f, 0.96f, 1f);
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[Tooltip("Background tint of an unselected row.")]
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@@ -42,10 +58,22 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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private readonly List<Row> _rows = new List<Row>();
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private string _selectedId;
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private MatchManager _match; // local match state (scene kind + authority); found at runtime
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private GameModeManager _gameMode; // pause hook for the modal overlay; found at runtime
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private TMP_Text _disconnectLabel; // disconnect button caption (relabelled to "Back to Lobby")
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private bool _open; // Esc-toggled visibility while connected
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private bool _connected; // last-seen connection state (to detect transitions)
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private string _lastScene; // last-seen active scene name (to auto-close on a scene change)
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private string _disconnectText; // last applied caption (avoids per-frame TMP churn)
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private void Awake()
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{
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// The template is the prototype, never shown itself - layout ignores it while disabled.
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if (entryTemplate) entryTemplate.SetActive(false);
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_match = FindFirstObjectByType<MatchManager>();
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_gameMode = FindFirstObjectByType<GameModeManager>();
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}
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private void OnEnable()
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@@ -53,7 +81,11 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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if (hostButton) hostButton.onClick.AddListener(OnHost);
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if (refreshButton) refreshButton.onClick.AddListener(OnRefresh);
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if (joinButton) joinButton.onClick.AddListener(OnJoin);
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if (disconnectButton) disconnectButton.onClick.AddListener(OnDisconnect);
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if (disconnectButton)
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{
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disconnectButton.onClick.AddListener(OnDisconnect);
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_disconnectLabel = disconnectButton.GetComponentInChildren<TMP_Text>(true);
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}
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if (manager)
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{
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@@ -61,8 +93,10 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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manager.SessionsChanged += RebuildList;
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}
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_connected = manager && manager.IsConnected;
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RebuildList();
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OnManagerChanged();
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ApplyVisibility();
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}
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private void OnDisable()
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@@ -79,16 +113,92 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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}
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}
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private void Update()
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{
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if (!manager) return;
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bool connected = manager.IsConnected;
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// Auto-close the overlay if the scene changed underneath it (a remote ended/started the match, or
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// we walked into Start Match) so it never lingers as a stale pause across a transition.
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string scene = SceneManager.GetActiveScene().name;
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if (connected && _open && _lastScene != null && scene != _lastScene)
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SetOpen(false);
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_lastScene = scene;
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if (!connected) return; // Main: panel always shown, Esc ignored
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bool inLobbyOrMap = _match && (_match.IsLocalSceneLobby || _match.IsLocalSceneMap);
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if (inLobbyOrMap && EscapePressed())
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SetOpen(!_open);
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RefreshDisconnectLabel();
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}
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private void OnHost() { if (manager) manager.Host(); }
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private void OnRefresh() { if (manager) manager.Refresh(); }
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private void OnJoin() { if (manager && !string.IsNullOrEmpty(_selectedId)) manager.Join(_selectedId); }
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private void OnDisconnect() { if (manager) manager.Disconnect(); }
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private void OnDisconnect()
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{
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if (!manager) return;
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// On the map, the match AUTHORITY's button means "Back to Lobby" (end the match for everyone)
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// rather than leaving the session. Everyone else - in the lobby, or a non-authority client on the
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// map - does a plain disconnect.
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if (_match && _match.IsLocalSceneMap && _match.IsLocalMatchAuthority)
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{
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_match.RequestEndMatch();
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SetOpen(false); // heading back to the lobby; close the overlay + resume input
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return;
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}
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manager.Disconnect();
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}
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private void OnManagerChanged()
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{
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if (!manager) return;
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bool connected = manager.IsConnected;
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if (connected != _connected)
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{
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_connected = connected;
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// Connection up (hosted/joined) -> hide the panel; Esc reopens it in the lobby/map.
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// Back to Main (disconnect/shutdown) -> show it again and drop any pause.
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_open = false;
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if (!connected && _gameMode) _gameMode.SetPaused(false);
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ApplyVisibility();
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}
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if (statusLabel) statusLabel.text = manager.Status;
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UpdateButtons();
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RefreshDisconnectLabel();
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}
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private void SetOpen(bool open)
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{
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_open = open;
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ApplyVisibility();
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if (_gameMode) _gameMode.SetPaused(open);
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}
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private void ApplyVisibility()
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{
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bool show = !(manager && manager.IsConnected) || _open;
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if (panelRoot && panelRoot.activeSelf != show)
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panelRoot.SetActive(show);
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}
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private void RefreshDisconnectLabel()
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{
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if (!_disconnectLabel) return;
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bool backToLobby = _match && _match.IsLocalSceneMap && _match.IsLocalMatchAuthority;
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string text = backToLobby ? "Back to Lobby" : "Disconnect";
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if (text != _disconnectText)
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{
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_disconnectText = text;
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_disconnectLabel.text = text;
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}
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}
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private void UpdateButtons()
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@@ -165,4 +275,13 @@ public class OnlineSessionBrowserUI : MonoBehaviour
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var t = root.Find(childName);
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return t ? t.GetComponent<TMP_Text>() : null;
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}
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private static bool EscapePressed()
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{
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#if ENABLE_INPUT_SYSTEM
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return Keyboard.current != null && Keyboard.current.escapeKey.wasPressedThisFrame;
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#else
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return Input.GetKeyDown(KeyCode.Escape);
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#endif
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}
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}
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