UnityEngine.Debug.Log("SetPlayerInfoSystem has been loaded and initialized!");
//UGS - Removed Burst compile from here to allow static access to the MultiplayGameServerManager
//TODO : Optimize for DOTS?
publicvoidOnUpdate(refSystemStatestate)
{
UnityEngine.Debug.Log($"Client: {name} ({playerID}) has joined the game! (Thin = {!info.IsClient})\nConnected Players: {m_ConnectedPlayers.CalculateEntityCount()}");
// If any players are connected, cancel the auto shutdown task
$"Cannot parse ip : port - '{MultiplayServerIp}: {portShort}' as NetworkEndpoint (for arg '{MultiplayPort}')! Using hardcoded address '{hardcodedFallbackAddress}' instead!");
$"Cannot parse ip : port - '{MultiverseServerIp}: {portShort}' as NetworkEndpoint (for arg '{MultiversePort}')! Using hardcoded address '{hardcodedFallbackAddress}' instead!");
$"Using {MultiplayPort} arg. Starting server in Multiplay UGS Mode on {multiplayEndpoint.Address}");
$"Using {MultiversePort} arg. Starting server in Multiverse Mode on {multiverseEndpoint.Address}");
Debug.LogWarning($"Expecting a port after commandline arg '{MultiplayPort}' but there was none!");
Debug.LogWarning($"Expecting a port after commandline arg '{MultiversePort}' but there was none!");