Few changes
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using System;
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using FishNet.Connection;
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using FishNet.Object;
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using FishNet.Object.Synchronizing;
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using UnityEngine;
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namespace Players
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{
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public sealed class PlayerNameService : NetworkBehaviour
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{
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public static event Action<NetworkConnection, string> OnPlayerNameChange;
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private readonly SyncDictionary<NetworkConnection, string> _playerNames = new();
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private void Awake()
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{
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_playerNames.OnChange += OnPlayerNamesChange;
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}
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private void OnPlayerNamesChange(SyncDictionaryOperation op, NetworkConnection key, string value, bool asServer)
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{
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throw new NotImplementedException();
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}
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}
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}
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