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@ -2,7 +2,7 @@
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"name": "AlicizaX.Network.Editor",
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"rootNamespace": "AlicizaX.Network.Editor",
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"references": [
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"GUID:acfef7cabed3b0a42b25edb1cd4fa259",
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"GUID:fb064c8bf96bac94e90d2f39090daa94",
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"GUID:3d13889895c726f458c6fea2413408f3"
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],
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"includePlatforms": [
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@ -2,7 +2,7 @@
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"name": "AlicizaX.Network.Runtime",
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"rootNamespace": "",
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"references": [
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"GUID:75b6f2078d190f14dbda4a5b747d709c",
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"GUID:1619e00706139ce488ff80c0daeea8e7",
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"GUID:f51ebe6a0ceec4240a699833d6309b23"
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],
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"includePlatforms": [],
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@ -10,7 +10,7 @@ namespace AlicizaX.Network.Runtime
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[UnityEngine.Scripting.Preserve]
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internal sealed class NetworkModule : INetworkModule
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{
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private Scene _scene;
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private Fantasy.Scene _scene;
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private Session _session;
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private int _heartInterval;
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@ -18,6 +18,7 @@ namespace AlicizaX.Network.Runtime
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public EConnectState ConnectState => _connectState;
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private EConnectState _connectState;
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void IModule.Dispose()
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{
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_scene?.Dispose();
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@ -40,7 +41,7 @@ namespace AlicizaX.Network.Runtime
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allAssemblies[allAssemblies.Length - 1] = typeof(NetworkModule).Assembly;
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await Fantasy.Platform.Unity.Entry.Initialize(allAssemblies);
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_scene = await Scene.Create(SceneRuntimeMode.MainThread);
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_scene = await Fantasy.Scene.Create(SceneRuntimeMode.MainThread);
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}
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public void Connect(string remoteAddress, NetworkProtocolType networkProtocolType, bool isHttps)
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