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// If we are a client. (A client can be either a normal client or a HOST), we want to send a ServerRPC. ServerRPCs does work for host to make code consistent.
/// Gets a dictionary of the clients that have been accepted by the transport but are still pending by the MLAPI.
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/// Gets a dictionary of the clients that have been accepted by the transport but are still pending by the MLAPI. This is only populated on the server.
/// The callback to invoke once the server is ready
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/// </summary>
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publicActionOnServerStarted=null;
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publiceventActionOnServerStarted=null;
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/// <summary>
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/// Delegate type called when connection has been approved
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/// Delegate type called when connection has been approved. This only has to be set on the server.
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/// </summary>
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/// <param name="createPlayerObject">If true, a player object will be created. Otherwise the client will have no object.</param>
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/// <param name="playerPrefabHash">The prefabHash to use for the client. If createPlayerObject is false, this is ignored. If playerPrefabHash is null, the default player prefab is used.</param>
@@ -172,7 +186,14 @@ internal set
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/// <summary>
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/// The callback to invoke during connection approval
if(LogHelper.CurrentLogLevel<=LogLevel.Error)LogHelper.LogError("Failed to create object locally. [PrefabHash="+prefabHash+"]. Hash could not be found. Is the prefab registered?");
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