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https://github.com/MirrorNetworking/Mirror.git
synced 2024-11-18 02:50:32 +00:00
Renamed poolNetworkIds to reuseNetworkIds
- Also changed header and range upper limit
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3436df7ca4
commit
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@ -264,7 +264,7 @@ internal static void ResetClientStatics()
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internal static void ResetServerStatics()
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internal static void ResetServerStatics()
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{
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{
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poolNetworkIds = true;
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reuseNetworkIds = true;
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reuseDelay = 1;
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reuseDelay = 1;
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netIdPool.Clear();
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netIdPool.Clear();
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@ -276,7 +276,7 @@ internal static void ResetServerStatics()
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#region NetworkID Handling
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#region NetworkID Handling
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internal static bool poolNetworkIds = true;
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internal static bool reuseNetworkIds = true;
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internal static byte reuseDelay = 1;
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internal static byte reuseDelay = 1;
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internal struct NetworkIdPool
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internal struct NetworkIdPool
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@ -291,7 +291,7 @@ internal struct NetworkIdPool
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internal static uint GetNextNetworkId()
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internal static uint GetNextNetworkId()
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{
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{
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if (poolNetworkIds && netIdPool.Count > 0 && netIdPool.Peek().timeAvailable < NetworkTime.time)
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if (reuseNetworkIds && netIdPool.Count > 0 && netIdPool.Peek().timeAvailable < NetworkTime.time)
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{
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{
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NetworkIdPool entry = netIdPool.Dequeue();
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NetworkIdPool entry = netIdPool.Dequeue();
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//Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, null, $"[GetNextNetworkId] Reusing NetworkId {entry.poolNetId}.");
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//Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, null, $"[GetNextNetworkId] Reusing NetworkId {entry.poolNetId}.");
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@ -662,7 +662,7 @@ void OnDestroy()
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NetworkServer.Destroy(gameObject);
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NetworkServer.Destroy(gameObject);
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}
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}
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if (isServer && poolNetworkIds && netId > 0)
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if (isServer && reuseNetworkIds && netId > 0)
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netIdPool.Enqueue(new NetworkIdPool { poolNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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netIdPool.Enqueue(new NetworkIdPool { poolNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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if (isLocalPlayer)
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if (isLocalPlayer)
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@ -1337,7 +1337,7 @@ internal void Reset()
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if (netId > 0)
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if (netId > 0)
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{
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{
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if (poolNetworkIds)
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if (reuseNetworkIds)
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netIdPool.Enqueue(new NetworkIdPool { poolNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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netIdPool.Enqueue(new NetworkIdPool { poolNetId = netId, timeAvailable = NetworkTime.time + reuseDelay });
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netId = 0;
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netId = 0;
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@ -63,10 +63,10 @@ public class NetworkManager : MonoBehaviour
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// [Tooltip("Client broadcasts 'sendRate' times per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.")]
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// [Tooltip("Client broadcasts 'sendRate' times per second. Use around 60Hz for fast paced games like Counter-Strike to minimize latency. Use around 30Hz for games like WoW to minimize computations. Use around 1-10Hz for slow paced games like EVE.")]
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// public int clientSendRate = 30; // 33 ms
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// public int clientSendRate = 30; // 33 ms
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[Header("Network ID Pooling")]
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[Header("Network ID Reuse")]
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[Tooltip("Reuse network IDs when objects are unspawned or destroyed?")]
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[Tooltip("Reuse network IDs when objects are unspawned or destroyed?")]
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public bool poolNetworkIds = true;
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public bool reuseNetworkIds = true;
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[Range(1, 30)]
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[Range(1, 60)]
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[Tooltip("Delay in seconds before network IDs are reused")]
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[Tooltip("Delay in seconds before network IDs are reused")]
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public byte reuseDelay = 1;
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public byte reuseDelay = 1;
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@ -329,7 +329,7 @@ void SetupServer()
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NetworkServer.exceptionsDisconnect = exceptionsDisconnect;
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NetworkServer.exceptionsDisconnect = exceptionsDisconnect;
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// Setup reuseable network IDs
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// Setup reuseable network IDs
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NetworkIdentity.poolNetworkIds = poolNetworkIds;
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NetworkIdentity.reuseNetworkIds = reuseNetworkIds;
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NetworkIdentity.reuseDelay = reuseDelay;
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NetworkIdentity.reuseDelay = reuseDelay;
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if (runInBackground)
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if (runInBackground)
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