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Remove commented out code and add entry to changelog
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-17
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -14,6 +14,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue with the Distributed Authority connection sequence with scene management enabled where the `ClientConnected` event was fired before the client was synchronized. (#3459)
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- Fixed issue where `NetworkVariable`s on a `NetworkBehaviour` could fail to synchronize changes if one has `NetworkVariableUpdateTraits` set and is dirty but is not ready to send. (#3466)
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- Fixed inconsistencies in the `OnSceneEvent` callback. (#3458)
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- Fixed issues with the `NetworkBehaviour` and `NetworkVariable` length safety checks. (#3405)

com.unity.netcode.gameobjects/Runtime/SceneManagement/NetworkSceneManager.cs

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@@ -2533,29 +2533,13 @@ private void HandleSessionOwnerEvent(uint sceneEventId, ulong clientId)
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{
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// Remove the client that just synchronized
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ClientConnectionQueue.Remove(clientId);
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// Debug.Log($"Remove client-{clientId} from synchronization queue.");
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//
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// // If we have pending clients to synchronize, then make sure they are still connected
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// while (ClientConnectionQueue.Count > 0)
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// {
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// // If the next client is no longer connected then remove it from the list
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// if (!NetworkManager.ConnectedClientsIds.Contains(ClientConnectionQueue[0]))
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// {
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// Debug.Log($"Remove client-{clientId} from synchronization queue as they are no longer connected.");
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// ClientConnectionQueue.RemoveAt(0);
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// }
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// else
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// {
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// break;
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// }
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// }
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// If we still have any pending clients waiting, then synchronize the next one
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if (ClientConnectionQueue.Count > 0)
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{
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if (NetworkManager.LogLevel <= LogLevel.Developer)
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{
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Debug.Log($"Synchronizing Deferred Client-{ClientConnectionQueue[0]}...");
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Debug.Log($"Synchronizing deferred Client-{ClientConnectionQueue[0]}...");
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}
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SynchronizeNetworkObjects(ClientConnectionQueue[0]);
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}

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