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Finished restructuring systems as described in issue #6
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Assets/Sources/Systems/Networking/Systems/SyncGameEntities/Client/Systems.meta renamed to Assets/DCPU/TestScene.unity.meta

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Assets/Scenes/main.unity

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Assets/Sources/Components/GameState/ProgramInstanceKindComponent.cs

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Assets/Sources/Generated/GameState/Components/GameStateProgramInstanceKindComponent.cs

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Assets/Sources/Generated/GameState/GameStateComponentsLookup.cs

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//------------------------------------------------------------------------------
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public static class GameStateComponentsLookup {
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public const int ProgramInstanceKind = 0;
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public const int TotalComponents = 1;
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public const int TotalComponents = 0;
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public static readonly string[] componentNames = {
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"ProgramInstanceKind"
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};
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public static readonly System.Type[] componentTypes = {
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typeof(ProgramInstanceKindComponent)
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};
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}

Assets/Sources/Scripts/GameController/GameControllerClient.cs

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Assets/Sources/Scripts/GameController/GameControllerFull.cs

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void Awake() {
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Contexts.sharedInstance.gameState.SetProgramInstanceKind(thisInstanceKind);
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ProgramInstance.thisInstanceKind = thisInstanceKind;
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}
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protected override void CreateSystems(Contexts contexts) {
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// TEMP. This configuration happens to contain all systems. For now. Should create them differently.
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systemsFixedUpdate = new Feature("On FixedUpdate").Add(new AllFixedTimestepSystems(contexts));
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systemsUpdate = new Feature("On Update").Add(new ClientPerFrameSystems(contexts));
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systemsFixedUpdate = new OnFixedUpdateSystems(contexts);
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systemsUpdate = new OnUpdateSystems(contexts);
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}
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}

Assets/Sources/Scripts/GameController/GameControllerServer.cs

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Assets/Sources/Scripts/GameController/GameControllerUnified.cs

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Assets/Sources/Scripts/GameController/GameControllerUnified.cs.meta

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