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Initial changes for the purpose of creating draft PR
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com.unity.netcode.gameobjects/Runtime/Components/AnticipatedNetworkTransform.cs

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@@ -50,10 +50,24 @@ public class AnticipatedNetworkTransform : NetworkTransform
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internal override bool HideInterpolateValue => true;
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#endif
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/// <summary>
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/// Represents a complete transform state for network synchronization and anticipation
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/// </summary>
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public struct TransformState
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{
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/// <summary>
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/// The position component of the transform state in world space coordinates.
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/// </summary>
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public Vector3 Position;
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/// <summary>
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/// The rotation component of the transform state as a quaternion.
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/// </summary>
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public Quaternion Rotation;
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/// <summary>
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/// The scale component of the transform state in local space.
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/// </summary>
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public Vector3 Scale;
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}
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com.unity.netcode.gameobjects/Runtime/Messaging/RpcTargets/BaseRpcTarget.cs

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@@ -2,8 +2,14 @@
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namespace Unity.Netcode
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{
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/// <summary>
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/// Base class for RPC (Remote Procedure Call) target implementations.
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/// </summary>
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public abstract class BaseRpcTarget : IDisposable
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{
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/// <summary>
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/// The NetworkManager instance associated with this RPC target.
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/// </summary>
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protected NetworkManager m_NetworkManager;
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private bool m_Locked;
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@@ -22,6 +28,10 @@ internal BaseRpcTarget(NetworkManager manager)
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m_NetworkManager = manager;
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}
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/// <summary>
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/// Verifies the target can be disposed based on its lock state.
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/// </summary>
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/// <exception cref="Exception">Thrown when attempting to dispose a locked temporary RPC target</exception>
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protected void CheckLockBeforeDispose()
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{
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if (m_Locked)
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}
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}
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/// <summary>
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/// Releases resources used by the RPC target.
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/// </summary>
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public abstract void Dispose();
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internal abstract void Send(NetworkBehaviour behaviour, ref RpcMessage message, NetworkDelivery delivery, RpcParams rpcParams);

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