Merge branch 'mirror' of github.com:vis2k/Mirror into mirror

This commit is contained in:
Paul Pacheco 2018-10-14 08:28:51 -05:00
commit fc4803df3e

View File

@ -92,7 +92,8 @@ public NetworkManager()
} }
#endif #endif
void Awake() // protected so that inheriting classes' Awake() can call base.Awake() too
protected void Awake()
{ {
Debug.Log("Thank you for using Mirror! https://forum.unity.com/threads/unet-hlapi-community-edition.425437/"); Debug.Log("Thank you for using Mirror! https://forum.unity.com/threads/unet-hlapi-community-edition.425437/");
InitializeSingleton(); InitializeSingleton();
@ -151,7 +152,9 @@ public virtual void InitializeTransport()
// NetworkIdentity.UNetStaticUpdate is called from UnityEngine while LLAPI network is active. // NetworkIdentity.UNetStaticUpdate is called from UnityEngine while LLAPI network is active.
// if we want TCP then we need to call it manually. probably best from NetworkManager, although this means // if we want TCP then we need to call it manually. probably best from NetworkManager, although this means
// that we can't use NetworkServer/NetworkClient without a NetworkManager invoking Update anymore. // that we can't use NetworkServer/NetworkClient without a NetworkManager invoking Update anymore.
void LateUpdate() //
// protected so that inheriting classes' LateUpdate() can call base.LateUpdate() too
protected void LateUpdate()
{ {
// call it while the NetworkManager exists. // call it while the NetworkManager exists.
// -> we don't only call while Client/Server.Connected, because then we would stop if disconnected and the // -> we don't only call while Client/Server.Connected, because then we would stop if disconnected and the
@ -164,12 +167,15 @@ void LateUpdate()
// Either way, we should disconnect client & server in OnApplicationQuit // Either way, we should disconnect client & server in OnApplicationQuit
// so they don't keep running until we press Play again. // so they don't keep running until we press Play again.
// (this is not a problem in builds) // (this is not a problem in builds)
void OnApplicationQuit() //
// protected so that inheriting classes' OnApplicationQuit() can call base.OnApplicationQuit() too
protected void OnApplicationQuit()
{ {
Transport.layer.Shutdown(); Transport.layer.Shutdown();
} }
void OnValidate() // protected so that inheriting classes' OnValidate() can call base.OnValidate() too
protected void OnValidate()
{ {
m_MaxConnections = Mathf.Clamp(m_MaxConnections, 1, 32000); // [1, 32000] m_MaxConnections = Mathf.Clamp(m_MaxConnections, 1, 32000); // [1, 32000]
@ -500,7 +506,8 @@ internal static void UpdateScene()
s_LoadingSceneAsync = null; s_LoadingSceneAsync = null;
} }
void OnDestroy() // protected so that inheriting classes' OnDestroy() can call base.OnDestroy() too
protected void OnDestroy()
{ {
if (LogFilter.logDev) { Debug.Log("NetworkManager destroyed"); } if (LogFilter.logDev) { Debug.Log("NetworkManager destroyed"); }
} }