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using System;
using Unity.Multiplayer.Samples.BossRoom.Shared.Infrastructure;
using Unity.Netcode;
using UnityEngine;
using VContainer;
namespace Unity.Multiplayer.Samples.BossRoom
{
/// <summary>
/// Base class representing a connection state. Contains a static member for each possible state.
/// </summary>
abstract class ConnectionState
{
[Inject]
protected ConnectionManager m_ConnectionManager;
[Inject]
protected IPublisher<ConnectStatus> m_ConnectStatusPublisher;
public abstract void Enter();
public abstract void Exit();
public virtual void OnClientConnected(ulong clientId) { }
public virtual void OnClientDisconnect(ulong clientId) { }
public virtual void OnServerStarted() { }
public virtual void StartClientIP(string playerName, string ipaddress, int port) { }
public virtual void StartClientLobby(string playerName) { }
public virtual void StartHostIP(string playerName, string ipaddress, int port) { }
public virtual void StartServerIP(string ipaddress, int port) { }
public virtual void StartHostLobby(string playerName) { }
public virtual void OnUserRequestedShutdown() { }
public virtual void OnDisconnectReasonReceived(ConnectStatus disconnectReason) { }
public virtual void ApprovalCheck(NetworkManager.ConnectionApprovalRequest request, NetworkManager.ConnectionApprovalResponse response) { }
}
}