Paul Pacheco
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c5263ed7ac
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Merged in paulpach/hlapi-community-edition/norandombytes (pull request #38)
Don't allow end user to send random bytes
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2018-07-19 16:14:16 +00:00 |
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Paul Pacheco
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2fb9c71414
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Don't allow end user to send random bytes
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2018-07-19 11:09:05 -05:00 |
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vis2k
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ea3634b1e4
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Relay feature removed because Unity pretty much abandoned it and hosting games on people's home computers never ends well anyway. People that need it might as well use the 'fixes-only' version.
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2018-07-19 17:46:47 +02:00 |
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vis2k
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27f5717b70
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Matchmaking feature removed because Unity pretty much abandoned it and plans to replace it with a solution on Google Cloud. People that need it might as well use the 'fixes-only' version.
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2018-07-19 17:46:42 +02:00 |
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vis2k
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89d45e1e1b
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ChannelBuffer/ChannelPacket/PacketStat/GetStatsInOut/ChannelOption removed because ChanneLBuffer's job was to: buffer packets and only send them every now and then to save bandwidth, to handle fragmentation, and to handle resending reliable messages. NetworkTransport already takes care of all of that in the newer versions, e.g. with ConnectionConfig.SendDelay, so none of it is needed anymore.
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2018-07-17 23:23:06 +02:00 |
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vis2k
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ffa6e4e2ea
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NetworkCRC removed because all it did was compare each script's channelIds by sending all the script names over the network. This uses unnecessary bandwidth, causes unnecessary code complexity and makes no real sense because there's virtually no reason why anyone would modify a script's channel after building the server/client.
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2018-07-17 22:06:26 +02:00 |
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vis2k
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7c3ce78cb4
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NetworkServer.SendToReady/SendUnreliableToReady reuse SendByChannelToReady function; also uses consistent null checks and return values for all now.
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2018-07-16 20:17:20 +02:00 |
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vis2k
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6f667ee2c8
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NetworkServer.SendToAll/SendUnreliableToAll reuse SendByChannelToAll function
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2018-07-16 20:10:43 +02:00 |
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vis2k
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5a20083536
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NetworkServer.s_sync removed because it's not needed anymore
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2018-07-15 12:37:24 +02:00 |
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vis2k
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59cc34eaa8
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NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code.
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2018-06-22 20:34:35 +02:00 |
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vis2k
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c86f2618a8
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NetworkServerSimple removed again to greatly reduce complexity.
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2018-06-22 20:01:27 +02:00 |
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vis2k
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11845a9b04
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NetworkServer.InternalUpdate always calls UpdateConnections, so we can remove it from NetworkServerSimple.Update and we can remove the dontListen check.
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2018-06-22 14:08:32 +02:00 |
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vis2k
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3a3f4267d5
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NetworkServer.localConnections and localConnectionsFakeList replaced with .localConnection. The old lists were only for downwards compatibility, HLAPI didn't even use local connection lists anymore - it always contained only the m_localConnection entry.
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2018-06-22 12:14:41 +02:00 |
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vis2k
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3047539600
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Removed UNET_HOST_MIGRATION code (wasn't stable and hosting on other people's computers never works well anyway)
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2018-06-22 09:32:19 +02:00 |
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vis2k
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0a34efbaf4
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NetworkReader/Writer use C#'s built in BinaryReader/Writer; removed NetworkBuffer; removed redundant .AsArray()/AsArraySegment() functions; removed unnecessary constructors
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2018-06-22 09:32:19 +02:00 |
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vis2k
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3ac3790ee7
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Removed all [Obsolete] code
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2018-06-22 09:32:19 +02:00 |
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vis2k
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7756f75ff1
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NetworkServer: syntax improved to simplify code
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2018-06-22 09:32:19 +02:00 |
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vis2k
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62399b4267
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NetworkServer: removed removeList caching to simplify code
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2018-06-22 09:32:19 +02:00 |
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vis2k
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d8dc0b829b
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NetworkServer: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
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ae611cf82c
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NetworkServer.DestroyPlayersForConnection: removed unnecessary 'empty player list given to NetworkServer' warning that might happen while players are still in a lobby without entering the game world yet
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2018-06-13 11:24:41 +02:00 |
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vis2k
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be9efea78c
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ChannelBuffer, NetworkServer: consistent packet max size check with > UInt16.MaxValue (=64kb) instead of short.MaxValue which would limit packet size to 32kb; also uses consistent '<' check now instead of '<=' sometimes
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2018-06-12 22:35:36 +02:00 |
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vis2k
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d1b8181db1
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Messages: ErrorMessage value changed from int to byte because that's what NetworkServer actually uses. Also saves bandwidth.
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2018-06-08 11:52:39 +02:00 |
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vis2k
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d4eb84182d
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Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed.
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2018-06-08 10:59:32 +02:00 |
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vis2k
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1e77e191b3
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HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4)
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2018-06-07 15:41:08 +02:00 |
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