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https://github.com/MirrorNetworking/Mirror.git
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Merge branch 'mirror' of github.com:vis2k/Mirror into mirror
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commit
fc4803df3e
@ -92,7 +92,8 @@ public NetworkManager()
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}
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#endif
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void Awake()
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// protected so that inheriting classes' Awake() can call base.Awake() too
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protected void Awake()
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{
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Debug.Log("Thank you for using Mirror! https://forum.unity.com/threads/unet-hlapi-community-edition.425437/");
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InitializeSingleton();
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@ -151,7 +152,9 @@ public virtual void InitializeTransport()
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// NetworkIdentity.UNetStaticUpdate is called from UnityEngine while LLAPI network is active.
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// if we want TCP then we need to call it manually. probably best from NetworkManager, although this means
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// that we can't use NetworkServer/NetworkClient without a NetworkManager invoking Update anymore.
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void LateUpdate()
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//
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// protected so that inheriting classes' LateUpdate() can call base.LateUpdate() too
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protected void LateUpdate()
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{
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// call it while the NetworkManager exists.
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// -> we don't only call while Client/Server.Connected, because then we would stop if disconnected and the
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@ -164,12 +167,15 @@ void LateUpdate()
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// Either way, we should disconnect client & server in OnApplicationQuit
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// so they don't keep running until we press Play again.
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// (this is not a problem in builds)
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void OnApplicationQuit()
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//
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// protected so that inheriting classes' OnApplicationQuit() can call base.OnApplicationQuit() too
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protected void OnApplicationQuit()
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{
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Transport.layer.Shutdown();
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}
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void OnValidate()
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// protected so that inheriting classes' OnValidate() can call base.OnValidate() too
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protected void OnValidate()
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{
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m_MaxConnections = Mathf.Clamp(m_MaxConnections, 1, 32000); // [1, 32000]
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@ -500,7 +506,8 @@ internal static void UpdateScene()
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s_LoadingSceneAsync = null;
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}
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void OnDestroy()
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// protected so that inheriting classes' OnDestroy() can call base.OnDestroy() too
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protected void OnDestroy()
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{
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if (LogFilter.logDev) { Debug.Log("NetworkManager destroyed"); }
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}
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