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Updated Deprecations doc
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@ -45,9 +45,9 @@ Use `SyncList<YourSpecialStruct>` instead.
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## Quality of Service Flags
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In classic UNET, QoS Flags were used to determine how packets got to the remote end. For example, if you needed a packet to be prioritized in the queue, you would specify a high priority flag which the Unity LLAPI would then receive and deal with appropriately. Unfortunately, this caused a lot of extra work for the transport layer and some of the QoS flags did not work as intended due to buggy code that relied on too much magic.
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In classic UNet, QoS Flags were used to determine how packets got to the remote end. For example, if you needed a packet to be prioritized in the queue, you would specify a high priority flag which the Unity LLAPI would then receive and deal with appropriately. Unfortunately, this caused a lot of extra work for the transport layer and some of the QoS flags did not work as intended due to buggy code that relied on too much magic.
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In Mirror, QoS flags were replaced with a "Channels" system. This system paves the way for future Mirror improvements, so you can send data on different channels - for example, you could have all game activity on channel 0, while in-game text chat is sent on channel 1 and voice chat is sent on channel 2. In the future, it may be possible to assign a transport system per channel, allowing one to have a TCP transport for critical game network data on channel 0, while in-game text and voice chat is running on a UDP transport in parallel on channel 1. Some transports (such as Ignorance.md) also provide legacy compatibility for those attached to QoS flags.
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In Mirror, QoS flags were replaced with a "Channels" system. This system paves the way for future Mirror improvements, so you can send data on different channels - for example, you could have all game activity on channel 0, while in-game text chat is sent on channel 1 and voice chat is sent on channel 2. In the future, it may be possible to assign a transport system per channel, allowing one to have a TCP transport for critical game network data on channel 0, while in-game text and voice chat is running on a UDP transport in parallel on channel 1. Some transports, such as [Ignorance](../Transports/Ignorance.md), also provide legacy compatibility for those attached to QoS flags.
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The currently defined channels are:
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@ -96,7 +96,7 @@ Currently, Mirror using it's default TCP transport will always send everything o
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Use connectionToClient instead
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- `GetSceneIdenity`
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Use GetSceneIdentity instead (typo in original name)
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Use `GetSceneIdentity` instead (typo in original name)
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- `RemoveClientAuthority(NetworkConnection conn)`
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NetworkConnection parameter is no longer needed and nothing is returned
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@ -118,13 +118,13 @@ Currently, Mirror using it's default TCP transport will always send everything o
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### NetworkConnection
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- `hostId`
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removed because it's not needed ever since we removed LLAPI as default. It's always 0 for regular connections and -1 for local connections. Use `connection.GetType() == typeof(NetworkConnection)` to check if it's a regular or local connection.
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Removed because it's not needed ever since we removed LLAPI as default. It's always 0 for regular connections and -1 for local connections. Use `connection.GetType() == typeof(NetworkConnection)` to check if it's a regular or local connection.
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- `isConnected`
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Rewmoved because it's pointless. A NetworkConnection is always connected.
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Removed because it's pointless. A NetworkConnection is always connected.
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- `InvokeHandlerNoData(int msgType)`
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Use InvokeHandler<T> instead.
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Use `InvokeHandler<T>` instead.
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- `playerController`
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renamed to `identity` since that's what it is: the `NetworkIdentity` for the connection. If you need to convert a project after this change, Visual Studio / VS Code can help...read more [here](PlayerControllerToIdentity.md).
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@ -171,7 +171,7 @@ Currently, Mirror using it's default TCP transport will always send everything o
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Use `SendToReady<T>(NetworkIdentity identity, T msg, int channelId = Channels.DefaultReliable)` instead.
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- `SpawnWithClientAuthority(GameObject obj, GameObject player)`
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Use Spawn(GameObject, GameObject) instead.
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Use `Spawn(GameObject, GameObject)` instead.
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- `SpawnWithClientAuthority(GameObject obj, NetworkConnection ownerConnection)`
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Use `Spawn(obj, connection)` instead.
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@ -323,9 +323,9 @@ Basic messages of simple types were all removed as unnecessary bloat. You can cr
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### Transport
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- `GetConnectionInfo(int connectionId, out string address)`
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Use ServerGetClientAddress(int connectionId) instead.
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Use `ServerGetClientAddress(int connectionId)` instead.
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### TelepathyTransport
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- `MaxMessageSize`
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Use MaxMessageSizeFromClient or MaxMessageSizeFromServer instead.
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Use `MaxMessageSizeFromClient` or `MaxMessageSizeFromServer` instead.
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