build: WebGL last_build 20260518 + fix NetworkManager MapSchema iteration
- New WebGL build (data +6MB, wasm +92KB) with all bug fixes - Fix MapSchema foreach: iterate via .Keys with explicit casts - Fix sbyte->int cast for playersAlive Listen callback - Updated Tutorial.unity scene Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -154,7 +154,7 @@ public class NetworkManager : MonoBehaviour
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_callbacks.OnRemove(state => state.players, (key, player) => OnPlayerRemove(key, player));
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_callbacks.Listen(state => state.phase, (v, _) => _OnPhaseChanged(v));
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_callbacks.Listen(state => state.countdown, (v, _) => OnCountdownChanged?.Invoke(v));
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_callbacks.Listen(state => state.playersAlive, (v, _) => GameHUD.Instance?.SetPlayersAlive(v));
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_callbacks.Listen(state => state.playersAlive, (newVal, oldVal) => { if (GameHUD.Instance != null) GameHUD.Instance.SetPlayersAlive((int)newVal); });
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_room.OnMessage<EliminatedMsg>("eliminated", msg => { OnEliminated?.Invoke(msg.sessionId, msg.reason); });
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_room.OnMessage<QualifiedMsg> ("qualified", msg => { OnQualified?.Invoke(msg.sessionId); });
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@@ -167,8 +167,8 @@ public class NetworkManager : MonoBehaviour
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// Seed players already present in the room (state decoded before callbacks were registered)
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if (_room.State.players != null)
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{
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foreach (var kvp in _room.State.players)
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OnPlayerAdd(kvp.Key, kvp.Value);
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foreach (var key in _room.State.players.Keys)
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OnPlayerAdd((string)key, (NetworkPlayer)_room.State.players[key]);
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}
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OnConnected?.Invoke();
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