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MaxPendingBuffers for channel U. Must be greater than zero and less than YCannot set MaxPacketSize after sending data.OCannot set MaxPacketSize less than one.Cannot set MaxPacketSize to greater than the existing maximum ().msgoChannelBuffer:SendBytes cannot send packet larger than 
 bytes]ChannelBuffer:SendBytes cannot send zero bytes=Failed to send big message of / bytes. The maximum is % bytes on channel:=ChannelBuffer buffer limit of # packets reached.oChannelBuffer SendBytes no space on unreliable channel qChannelBuffer recovered from overflow but data was lost.OFailed to send internal buffer channel: bytesToSend:Send Error:  channel:;ClientScene::SetReconnectId: gClientScene::GetPlayer: no local player found for: eClientScene::GetPlayer: local player is null for: kClientScene::InternalAddPlayer: playerControllerId : ??ClientScene::InternalAddPlayer: playerControllerId higher than expected: ]ClientScene::AddPlayer: playerControllerId of  is negative+ is too high, max is % is unusually high??Must call AddPlayer() with a connection the first time to become ready.! already in use.AClientScene::AddPlayer() for ID 3 called with connection []CClientScene::AddPlayer reconnect gClientScene::AddPlayer: reconnecting, but no peers.GClientScene::RemovePlayer() for ID 3Failed to find player ID ??A connection has already been set as ready. There can only be one.[ClientScene::Ready() called with connection [qReady() called with invalid connection object: conn=nullSClientScene::PrepareSpawnObjects sceneId:unknown%OnObjSpawn netId: + has invalid asset IdUClient spawn handler instantiating [netId: asset ID: pos: rotation: 5Client object spawned for A does not have a NetworkIdentity3Client spawn handler for  returned nullC does not have a network identity??Failed to spawn server object, did you forget to add it to the NetworkManager? assetId= netId=aClient spawn scene handler instantiating [netId: sceneId:sceneIdCSpawn scene object not found for 1Client spawn for [netId:] [sceneId:
] obj:SpawnFinished:AClientScene::OnObjDestroy netId:YDid not find target for destroy message for WClientScene::OnLocalObjectObjDestroy netId:QClientScene::OnLocalObjectObjHide netId:CClientScene::OnUpdateVarsMessage SDid not find target for sync message for ?ClientScene::OnRPCMessage hash: netId:yCould not find target object with netId:{0} for RPC call {1}AClientScene::OnSyncEventMessage ]Did not find target for SyncEvent message for ?ClientScene::OnSyncListMessage [Did not find target for SyncList message for cClientScene::OnClientAuthority for  connectionId= netId: WClientScene::OnOwnerMessage - connectionId=KClientScene::OnOwnerMessage - player=SOwner message received on a local client.7ConnectionArray Add bad id 9ConnectionArray Add dupe at EConnectionArray Get invalid index KConnectionArray Remove invalid index 9Local client AddLocalPlayer 
 conn=localClientlocalServeraLocalConnection:SendBytes cannot send zero bytesPeerInfo conn:
 addr::
 host: isYou:+ResetParameterOptionsSent Param: Recv Param: ;OnAnimationMessage for netId=OOnAnimationParametersMessage for netId=IOnAnimationTriggerMessage for netId=wThere is no NetworkIdentity on this object. Please add one.iTrying to send command for object without authority.mSend command attempted with no client running [client=].GClientRpc call on un-spawned objectGTargetRpc call on un-spawned object)SendEvent no server?;RegisterCommandDelegate hash: 3RegisterRpcDelegate hash:7RegisterEventDelegate hash:=RegisterSyncListDelegate hash:/GetInvokerForHash hash: not found invoker null- mismatched invokeType%DumpInvokers size:  Invoker:InvokeCmdInvokeRpcInvokeSyncEventInvokeSyncListASetSyncVarGameObject GameObject _ has a zero netId. Maybe it is not spawned yet?-SetSyncVar GameObject 
 bit [] netfieldId:->SetSyncVar ] INetworkReader:ReadByte out of range:ONetworkReader:ReadBytes out of range: () -NetworkBuffer size is  bytes!+NetBuf sz:{0} pos:{1}GPort must not be a negative number.IPort must not be greater than 65535./Client created version QReconnect - NetworkClient must be activeIReconnect - no old connection exists1NetworkClient Reconnect 127.0.0.1localhost!Async DNS START:SNetworkClient Reconnect to remoteSockAddrSReconnect failed: null endpoint passed in??Reconnect failed: Endpoint AddressFamily must be either InterNetwork or InterNetworkV6+System.Net.IPEndPointGUnityEngine.XboxOne.XboxOneEndPoint7UnityEngine.PS4.SceEndPoint??Reconnect failed: invalid Endpoint (not IPEndPoint or XboxOneEndPoint or SceEndPoint)??Reconnect failed: Exception when trying to connect to EndPoint: cReconnect failed: Unable to connect to EndPoint ()!Client Connect: AClient Connect to remoteSockAddrOConnect failed: null endpoint passed in??Connect failed: Endpoint AddressFamily must be either InterNetwork or InterNetworkV6=UnityEngine.PSVita.SceEndPoint??Connect failed: invalid Endpoint (not IPEndPoint or XboxOneEndPoint or SceEndPoint)}Connect failed: Exception when trying to connect to EndPoint: _Connect failed: Unable to connect to EndPoint (1AddHost Using Simulator /-DNS lookup failed for:#Async DNS Result: for : /DNS resolution failed: Exception:1Connect Using Simulator 9ConnectToNetworkPeer Error: cNetworkClient Send when not connected to a serverKNetworkClient Send with no connectionoNetworkClient SendWriter when not connected to a serverWNetworkClient SendWriter with no connectionmNetworkClient SendBytes when not connected to a serverUNetworkClient SendBytes with no connectionwNetworkClient SendUnreliable when not connected to a server_NetworkClient SendUnreliable with no connectionuNetworkClient SendByChannel when not connected to a server]NetworkClient SendByChannel with no connectionESetMaxDelay failed, not connected.+Shutting down client 'Client event: host= event= error=!Client connected'Client disconnectedOUnknown network message type received: /MaxEventsPerFrame hit (CUNet Client Error Connect Error: 1UNet Client Data Error: =UNet Client Disconnect Error: : count= bytes=}Platform specific protocols are not supported on this platform_NetworkConnection InvokeHandler no handler for URemovePlayer player at playerControllerId 
{0:X2}'ConnectionSend con: bytes: msgId:QChannels not initialized sending on id '[Invalid channel when sending buffered data, '9'. Current channel count is 'ConnectionRecv con:'Unknown message ID  connId:{hostId: {0} connectionId: {1} isReady: {2} channel count: {3}
.cctor?INetwork configuration mismatch detected. The number of networked scripts on the client does not match the number of networked scripts on the server. This could be caused by lazy loading of scripts on the client. This warning can be disabled by the checkbox in NetworkManager Script CRC Check.Script:  Channel: IHLAPI CRC Channel Mismatch. Script:  LocalChannel: ! RemoteChannel: QHLAPI CRC channel out of range! Script: CRC Local Dump  : !CRC Remote Dump ?NetworkDiscovery broadcast data changed while using NetworkManager. This can prevent clients from finding the server. The format of the broadcast data must be 'NetworkManager:IPAddress:Port'.kNetworkDiscovery Initialize - data too large. max is NetworkManager:ONetworkDiscovery set broadcast data to:]NetworkDiscovery StartAsClient already started??NetworkDiscovery StartAsClient, NetworkDiscovery is not initialized_NetworkDiscovery StartAsClient - addHost failedCStartAsClient Discovery listening]NetworkDiscovery StartAsServer already started_NetworkDiscovery StartAsServer - addHost failedYNetworkDiscovery StartBroadcast failed err: IStartAsServer Discovery broadcasting]NetworkDiscovery StopBroadcast not initializedUNetworkDiscovery StopBroadcast not started=Stopped Discovery broadcasting5( WebGL cannot broadcast ))Initialize Broadcast (server) (client)initialized	StopGame at NetworkManager%Start Broadcasting)Listen for BroadcastHELLO0??{0:x2}{1:x2}{2:x2}{3:x2}{4:x2}{5:x2}{6:x2}{7:x2}{8:x2}{9:x2}{10:x2}{11:x2}{12:x2}{13:x2}{14:x2}{15:x2}cSetDynamicAssetId object already has an assetId <>eSetClientOwner m_ClientAuthorityOwner already set!KDisabling Local Player Authority for 7 because it is server-only.iFailed to find prefab parent for scene object [name:%This is a prefab: SThis is a scene object with prefab link: ;This is a pure scene object: 5Object has non-zero netId OnStartServer 
 GUID:7Exception in OnStartServer:OnStartClient - localPlayerAuthority:7Exception in OnStartClient:=Exception in OnStartAuthority:;Exception in OnStopAuthority:EException in OnSetLocalVisibility:;Exception in OnCheckObserver:-HandleClientAuthority G does not have localPlayerAuthorityCFound no behaviour for incoming [] on ??,  the server and client should have the same NetworkBehaviour instances [netId=SyncEvent [K] received for deleted object [netId=AFound no receiver for incoming [7] handler not found [netId=SyncList [Command [ClientRpc [-Large state update of # bytes for netId: from script:!AddObserver for - observer list is null'Duplicate observer  added for Added observer 5Observer is not ready for #New Observer for +Removed Observer for ??RemoveClientAuthority can only be call on the server for spawned objects.??RemoveClientAuthority cannot remove authority for a player object5RemoveClientAuthority for = has no clientAuthority owner.+ has different owner.??AssignClientAuthority can only be call on the server for spawned objects.??AssignClientAuthority can only be used for NetworkIdentity component with LocalPlayerAuthority set.5AssignClientAuthority for s already has an owner. Use RemoveClientAuthority() first.w owner cannot be null. Use RemoveClientAuthority() instead.sLobbyPlayer prefab must have a NetworkIdentity component.qGamePlayer prefab must have a NetworkIdentity component.QNetworkLobby SceneLoadedForPlayer scene:IServerReturnToLobby called on clientcNetworkLobbyManager can't accept new connection [=], too many players connected.[], not in lobby and game already in progress.qNetworkLobbyManager no more players for this connection.[NetworkLobbyManager no space for more players_NetworkLobbyManager OnServerReadyToBeginMessage??NetworkLobbyManager OnServerReadyToBeginMessage invalid playerControllerId QNetworkLobbyManager OnSceneLoadedMessage??NetworkLobbyManager OnServerSceneLoadedMessage invalid playerControllerId aNetworkLobbyManager OnServerReturnToLobbyMessage??NetworkLobbyManager LobbyScene is empty. Set the LobbyScene in the inspector for the NetworkLobbyMangaer??NetworkLobbyManager PlayScene is empty. Set the PlayScene in the inspector for the NetworkLobbyMangaer??NetworkLobbyManager no LobbyPlayer prefab is registered. Please add a LobbyPlayer prefab.??NetworkLobbyManager no GamePlayer prefab is registered. Please add a GamePlayer prefab.yNetworkLobbyManager OnClientReadyToBegin invalid lobby slot ??NetworkLobbyManager OnClientReadyToBegin no player at lobby slot MNetworkLobbyManager Add Player failed.Players:Add PlayeraNetworkLobbyManager TryToAddPlayer controllerId  ready:;NetworkLobbyManager No Space![NetworkLobbyManager NetworkClient not active!?=LobbyPlayer could not find a NetworkLobbyManager. The LobbyPlayer requires a NetworkLobbyManager object to function. Make sure that there is one in the scene.UNetworkLobbyPlayer SendReadyToBeginMessageSNetworkLobbyPlayer SendSceneLoadedMessage?NetworkLobbyPlayer RemovePlayer(Ready)(Not Ready)	STOPSTART
RemovePlayer [Ready ['mm.unet.unity3d.comdefault?Multiple NetworkManagers detected in the scene. Only one NetworkManager can exist at a time. The duplicate NetworkManager will not be used.iNetworkManager created singleton (DontDestroyOnLoad)WNetworkManager created singleton (ForScene)qNetworkManager - MaxBufferedPackets cannot be more than uNetworkManager - playerPrefab must have a NetworkIdentity.??NetworkManager MinUpdateTimeout cannot be zero or less. The value will be reset to 1 millisecond??NetworkManager ThreadAwakeTimeout cannot be zero or less. The value will be reset to 1 millisecond5StartServer listen failed.-StartServer listen on  failed.ANetworkManager StartServer port:ENetworkManager StartClient match: mNetworkManager StartClient using provided SecureTunnelcMust set the Network Address field in the managerGNetworkManager StartClient address:
 port:=NetworkManager StartHost port:3NetworkManager StopServer3NetworkManager StopClientEServerChangeScene empty scene name%ServerChangeScene EClientChangeScene empty scene name?ClientChangeScene newSceneName:% networkSceneName:=FinishLoadScene client is null??NetworkManager detected a script reload in the editor. This has caused the network to be shut down.AClientChangeScene done readyCon:1NetworkManager destroyed-RegisterStartPosition:1UnRegisterStartPosition:MNetworkManager:OnServerConnectInternalSNetworkManager:OnServerDisconnectInternalWNetworkManager:OnServerReadyMessageInternal_NetworkManager:OnServerAddPlayerMessageInternaleNetworkManager:OnServerRemovePlayerMessageInternalINetworkManager:OnServerErrorInternalMNetworkManager:OnClientConnectInternalSNetworkManager:OnClientDisconnectInternal]NetworkManager:OnClientNotReadyMessageInternalINetworkManager:OnClientErrorInternalINetworkManager:OnClientSceneInternalCServerDisconnected due to error: 7Ready with no player object??The PlayerPrefab is empty on the NetworkManager. Please setup a PlayerPrefab object.??The PlayerPrefab does not have a NetworkIdentity. Please add a NetworkIdentity to the player prefab.??There is already a player at that playerControllerId for this connections.CClientDisconnected due to error: =NetworkManager StartMatchMakerhttp://https://SetMatchHost:??NetworkManager OnMatchCreate Success:{0}, ExtendedInfo:{1}, matchInfo:{2}??NetworkManager OnMatchList Success:{0}, ExtendedInfo:{1}, matchList.Count:{2}??NetworkManager OnMatchJoined Success:{0}, ExtendedInfo:{1}, matchInfo:{2}wNetworkManager OnDestroyMatch Success:{0}, ExtendedInfo:{1}{NetworkManager OnDropConnection Success:{0}, ExtendedInfo:{1}??NetworkManager OnSetMatchAttributes Success:{0}, ExtendedInfo:{1}LAN Host(H)LAN Client(C)9(  WebGL cannot be server  )%LAN Server Only(S)Connecting to ..3Cancel Connection AttemptServer: port=' (Using WebSockets)!Client: address=
 port=Client ReadyStop (X)=(WebGL cannot use Match Maker)-Enable Match Maker (M)+Create Internet MatchRoom Name:'Find Internet MatchJoin Match:%Back to Match Menu!Change MM serverLocalInternetStaging7staging-mm.unet.unity3d.comMM Uri: 'Disable Match Maker/RegisterHandlerSafe id:! handler is null handler:'RegisterHandler id:oRegisterHandler: Cannot replace system message handler 5RegisterHandler replacing MAssignAuthorityCallback send for netIdENetworkMigrationManager initializeYNetworkMigrationManager DisablePlayerObjectsQDisablePlayerObjects disable player for  control:YDisablePlayerObjects didnt find player Conn: NetId:
<host>AOnPeerClientAuthority for netId:OnPeerInfopeer conn  your conn 7OnReconnectMessage: connId=) playerControllerId:5OnReconnectMessage connId=/ player null for netId:1 msg.playerControllerId:/ player already active?7OnReconnectMessage: player=iReconnectObjectForConnection must have active serverQReconnectObjectForConnection: oldConnId= obj=
 conn:OReconnectObjectForConnection oldConnId= not found.C SpawnWithClientAuthority failed.iReconnectPlayerForConnection must have active serverQReconnectPlayerForConnection: oldConnId= player=OReconnectPlayerForConnection oldConnId=? AddPlayerForConnection failed.kNetworkMigrationManager client OnDisconnectedFromHostoLostHostOnClient: Host migration not supported on WebGL??NetworkMigrationManager LostHostOnHost client was never initialized.{NetworkMigrationManager LostHostOnHost migration not enabled.MNetworkMigrationManager LostHostOnHostkLostHostOnHost: Host migration not supported on WebGL_NetworkMigrationManager LostHostOnHost no peersMNetworkMigrationManager BecomeNewHost gMigrationManager BecomeNewHost - No NetworkManager.?NetworkServer.BecomeHost failedCNetworkMigrationManager NumPeers _NetworkMigrationManager OnAuthorityUpdated for  state:_NetworkMigrationManager FindLowestHost no peersMNetworkMigrationManager FindLowestHost1FindNewHost new host is +Host Was Shutdown ID(MHost Migration not supported for WebGL'Reconnect as ClientqMigrationManager Old Host Reconnect - No NetworkManager.Pick New HostaMigrationManager FindNewHost - new host is self?Leave GameqMigrationManager Old Host LeaveGame - No NetworkManager.7Lost Connection To Host ID()You are the new hostStart As HostuMigrationManager Client BecomeNewHost - No NetworkManager.New host is +Reconnect To New HostmMigrationManager Client reconnect - No NetworkManager.mMigrationManager Client LeaveGame - No NetworkManager.9ReadPackedUInt32() failure: 9ReadPackedUInt64() failure: /ReadString() too long: 1NetworkReader ReadBytes )ReadTransform netId:+ReadGameObject netId:go: null5ReadNetworkIdentity netId:SetLocalObject )Registering prefab '' as asset:)Could not register 'a' since it contains no NetworkIdentity componentThe prefab '?' has multiple NetworkIdentity components. There can only be one NetworkIdentity on a prefab, and it must be on the root object.iRegisterSpawnHandler custom spawn function null for 9RegisterSpawnHandler asset '' -Could not unregister ']RegisterPrefab custom spawn function null for 7RegisterPrefab game object g has no prefab. Use RegisterSpawnHandler() instead?7Registering custom prefab 'ID: OBJ:	 AS: OBJ: null=NetworkServer Created version 9BecomeHost already a server.IBecomeHost NetworkClient not active.+BecomeHost Listen on /BecomeHost bind failed.#BecomeHost match:_NetworkServer BecomeHost done. oldConnectionId:EBecomeHost failed to remove client9BecomeHost localClient ready?Local Connection already exists/SetLocalObjectOnServer )ActivateClientScene 3Server.SendToAll msgType:5Server.SendToObservers id:-Server.SendToReady id:KNetworkWriter used buffer is too big!/SendBytesToReady failed9SendBytesToReady failed for 1SendBytesToReady object + has not been spawnedGServer.SendUnreliableToAll msgType:AServer.SendUnreliableToReady id:;Server.SendByChannelToAll id:IServer.SendByChannelToReady msgType:/Server accepted client:ePlayer not destroyed when connection disconnected.'Server lost client:7UNet Server Connect Error: 1UNet Server Data Error: =UNet Server Disconnect Error:  conn:[]:SFailed to send message to player object '=, not found in connection listSFailed to send message to connection ID '??AddPlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to ??AddPlayer: player object already exists for playerControllerId of UAdding new playerGameObject object netId:  asset ID CAddPlayer: playerControllerId of + is too high. max is eNetworkServer SetupLocalPlayerForConnection netID:sNetworkServer AddPlayer handling ULocalConnectionToClient??ReplacePlayer: playerGameObject has no NetworkIdentity. Please add a NetworkIdentity to 7NetworkServer ReplacePlayerONetworkServer ReplacePlayer setup localSReplacing playerGameObject object netId: mUNET failure. GameObject doesn't have NetworkIdentity.ASetClientReadyInternal for conn:)SetClientReady conn  already readykNetworkServer Ready handling ULocalConnectionToClientaLocalClient.SetSpawnObject calling OnStartClientSpawning % objects for conn ??Invalid object found in server local object list (null NetworkIdentity).oSending spawn message for current server objects name='' netId=PlayerNotReady ODefault handler for ready message from ??Received remove player message but could not find the player ID: qInstance not found when handling Command message [netId={NetworkIdentity deleted when handling Command message [netId=YCommand for object without authority [netId=7OnCommandMessage for netId=!SpawnObject for ??, NetworkServer is not active. Cannot spawn objects without an active server.SpawnObject s has no NetworkIdentity. Please add a NetworkIdentity to 1SpawnObject instance ID ??Empty player list given to NetworkServer.Destroy(), nothing to do.GNetworkServer UnspawnObject is nullGNetworkServer DestroyObject is null/DestroyObject instance:??GameObject {0} is a prefab, it can't be spawned. This will cause errors in builds.{SpawnWithClientAuthority player object has no NetworkIdentityoSpawnWithClientAuthority player object is not a player.qSpawnWithClientAuthority NetworkConnection is not ready!??Local invoke: Failed to find local connection to invoke handler on [connectionId=] for MsgId:qAddExternalConnection failed, already connection for id:UAddExternalConnection external connection mRemoveExternalConnection failed, no connection for id:[RemoveExternalConnection external connection +SpawnObjects sceneId:
 name:?NetworkServerSimple initialize.9NetworkServerSimple listen: 7NetworkServerSimple listen +Server Host Slot Id: Relay Slot Id: 3NetworkServerSimple stop NetGroup event:3NetGroup server connected9NetGroup server disconnected'Server event: host=INetworkServerSimple accepted client:MNetworkServerSimple disconnect client:]Server client disconnect error, connectionId:  error: AHandleData Unknown connectionId:+OnConnectError error:%OnDataError error:1OnDisconnectError error:uNetworkTransformChild target cannot be the root transform.kNetworkTransformChild root must have NetworkTransform??NetworkTransformChild component must be a child in the same hierarchy-16:LocalChildTransformEHandleChildTransform no gameObjectAHandleChildTransform no childrenOHandleChildTransform childIndex invalidAHandleChildTransform null targetYHandleChildTransform no localPlayerAuthority9NetworkTransformChild netId:5 is not for a valid player??transformSyncMode set to {0} but no {1} component was found, did you call NetworkServer.Spawn on a prefab?-6:LocalPlayerTransform;HandleTransform no gameObject7HandleTransform null targetOHandleTransform no localPlayerAuthority]HandleTransform object not owned by connection-HandleTransform netId:/Hidden/Internal-ColoredKCould not find Colored builtin shader_ZWrite9Serialize(string) too long: UNetworkWriter Write: buffer is too large (]) bytes. The maximum buffer size is 64K bytes.mNetworkWriter WriteBytesAndSize: buffer is too large (_NetworkWriter WriteBytes: buffer is too large (NetworkWriter / has no NetworkIdentityWID={0} NetworkIdentity NetID={1} Player={2}	null1SyncList not initialized7SyncList no NetworkIdentity[	noneObjectDestroyRpcObjectSpawnOwnerCommand)LocalPlayerTransformSyncEventUpdateVarsSyncList!ObjectSpawnSceneNetworkInfoSpawnFinishedObjectHideCRC)LocalClientAuthority'LocalChildTransformFragment'PeerClientAuthorityConnectDisconnectErrorReadyNotReadyAddPlayerRemovePlayerSceneAnimationAnimationParams!AnimationTrigger#LobbyReadyToBegin!LobbySceneLoaded)LobbyAddPlayerFailed%LobbyReturnToLobbyReconnectPlayer?Ƈ.B?.?ί
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???`((?T(I(?|(??(??()(-(?x(??(q(i(m(	(??(UnityEngine.NetworkingNetworking High Level APIUnity TechnologiesCopyright © 2014UnityEditor.Networking$Assembly-CSharp-Editor-testable)$87035389-1bb3-40e2-b2a9-c8707e7419ba1.0.0.0 ??TWrapNonExceptionThrows?z\V4??H^ P_CorDllMainmscoree.dll?% @?0?HX ??4VS_VERSION_INFO????DVarFileInfo$Translation?StringFileInfo?007f04b0LCommentsNetworking High Level APIHCompanyNameUnity TechnologiesXFileDescriptionUnityEngine.Networking0FileVersion1.0.0.0PInternalNameUnityEngine.NetworkingHLegalCopyrightCopyright ? 2014,LegalTrademarks`OriginalFilenameUnityEngine.Networking.dllPProductNameUnityEngine.Networking4ProductVersion1.0.0.0p4




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