Commit Graph

1736 Commits

Author SHA1 Message Date
vis2k
080bf2eaf0 NetworkClient.InitializeTransportHandlers made static 2019-03-26 12:16:57 +01:00
vis2k
32ed62f82b NetworkClient.OnError made static 2019-03-26 12:16:57 +01:00
vis2k
461ba0b036 NetworkClient.OnDisconnected made static 2019-03-26 12:16:57 +01:00
vis2k
60083ff72d NetworkClient.OnDataReceived made static 2019-03-26 12:16:57 +01:00
vis2k
42bceb25d9 NetworkClient.OnConnected made static 2019-03-26 12:16:57 +01:00
vis2k
493bf7fa5f NetworkClient.RegisterSystemHandlers made static 2019-03-26 12:16:57 +01:00
vis2k
bc6c2542f6 NetworkClient.UnregisterHandler made static 2019-03-26 12:16:57 +01:00
vis2k
9eac983872 . NetworkManager.RegisterClientMessages doesn't require NetworkClient parameter anymore 2019-03-26 12:16:57 +01:00
vis2k
712aecb452 NetworkClient.REgisterHandle made static 2019-03-26 12:16:57 +01:00
vis2k
ba00554e0c NetworkClient.GetRTT made static 2019-03-26 12:16:57 +01:00
vis2k
4abc58b136 NetworkClient.Send(msgId, msg) made static 2019-03-26 12:16:57 +01:00
vis2k
cd56c6a6f7 NetworkTime.UpdateClient doesn't require NetworkClient anymore 2019-03-26 12:16:57 +01:00
vis2k
8c125d2fd3 NetworkClient.Send made static 2019-03-26 12:16:57 +01:00
vis2k
558e1d8754 NetworkClient.SetHandlers made static 2019-03-26 12:16:57 +01:00
vis2k
180d3f8cf4 NetworkClient.isConnected made static 2019-03-26 12:16:57 +01:00
vis2k
604c205025 NetworkClient.serverIp made static 2019-03-26 12:16:57 +01:00
vis2k
882a7d5ba8 NetworkClient.connection made static 2019-03-26 12:16:57 +01:00
vis2k
f351a8a6d4 NetworkClient.connectState made static 2019-03-26 12:16:57 +01:00
vis2k
006d5d3bc8 NetworkClient.handlers made static 2019-03-26 12:16:57 +01:00
rodolphito
3a8fa3f571 Remove internal access modifier. (#658) 2019-03-26 12:09:43 +01:00
rodolphito
a96417112d Use ulong instead of uint to support up to 64 animator parameters. (#655)
* Use ulong instead of uint to support up to 64 animator parameters.

* Split onto new line as Paul asked
2019-03-26 07:57:51 +01:00
uwee
65eaba1fe0 fix: #651 GetSceneAt assumes default scene (#654)
Changed to GetActiveScene
2019-03-26 07:57:31 +01:00
Paul Pacheco
8c93f31b80 refactor: Load parameters right before function call 2019-03-25 23:13:52 -05:00
vis2k
ff909bf830 Telepathy license file included 2019-03-25 20:03:27 +01:00
vis2k
14807f6ef7 add comment 2019-03-25 16:20:17 +01:00
vis2k
13bb748603 fix: Revert "NetworkClient.Shutdown: call ClientScene.Shutdown, otherwise it's never called" - caused client's player to not be removed from scene after disconnecting
This reverts commit e1e7b3132e.
2019-03-25 16:19:22 +01:00
MrGadget
c754082dca
Update index.md 2019-03-25 08:36:13 -04:00
MrGadget
29558e43fd
Update index.md 2019-03-25 08:35:07 -04:00
MrGadget
a5f23b3551
Update index.md 2019-03-25 08:34:25 -04:00
rodolphito
d483901432 Use PackedUInt for dirty bits for bandwidth (#649) 2019-03-25 13:13:14 +01:00
uwee
4c7c97bf70 reset netId counter to 1 on NetworkServer.Shutdown (#645) 2019-03-25 05:37:28 -05:00
rodolphito
6120a8e082 Removed unused parameter from NetworkAnimator. (#648) 2019-03-25 08:07:45 +01:00
MrGadget
6c52eaf11b
Update SyncVarHook.md 2019-03-24 18:53:51 -04:00
Paul Pacheco
e2a6ce9811
feat: Add weaver support for Vector2Int and Vector3Int (#646) 2019-03-24 16:04:13 -05:00
vis2k
7836433b4f Local Connection's connectionId is now set to 0 inside of their constructors, instead of doing it in LocalClient 2019-03-24 21:16:55 +01:00
vis2k
5f7c4d48b4 NetworkServer.AddLocalClient renamed to SetLocalConnection because that's what it does. The connection is created in LocalClient now too, this way NetworkServer doesn't need to depend on LocalClient(!) 2019-03-24 21:15:05 +01:00
vis2k
829da79288 LocalClient.InternalConnectLocalServer sets connectionId to 0 directly instead of getting it from NetworkServer.AddLocalClient (which shows an error message if failed anyway) 2019-03-24 21:07:41 +01:00
vis2k
56c163d9cd NetworkServer.RemoveLocalClient renamed to RemoveLocalConnection because NetworkServer only keeps a local connection, not a local client 2019-03-24 21:07:41 +01:00
uwee
6db11b298b Add the name of the Message back to the debug
The random int representing the Message is less human readable.
2019-03-24 14:50:13 -05:00
vis2k
ca2c72aee8 NetworkServer.s_LocalConnection replaced with .localConnection private setter 2019-03-24 20:46:34 +01:00
Paul Pacheco
48674151f0 perf: don't varint bytes and shorts 2019-03-24 14:45:03 -05:00
vis2k
bdf12c85d0 fix: #640 InternalReplacePlayerForConnection calls SpawnObserversForConnection now too 2019-03-24 19:41:41 +01:00
vis2k
a2d6317642 fix: #573 NullReferenceException because destroyed NetworkIdentities were never removed from sceneIds dict 2019-03-24 19:28:25 +01:00
rodolphito
1e5fc3cde5 Made dirty bits not rely on NetworkWriter position manipulation hackery. (#636)
* Made dirty bits not rely on NetworkWriter position manipulation hackery.

* Renamed GetDirtyBits to NextDirtyBits, as discussed with Paul.

* Expanded one line ifs.
2019-03-24 12:43:39 -05:00
Paul Pacheco
a495f66fc1
refactor: configure frame rate in a virtual method (#638)
Moved frame rate configuration into a virtual method so that people can override it and we reduce StartServer complexity

Fixes #567
2019-03-24 08:58:11 -05:00
vis2k
2d492607c8 pong example: ball is only simulated on server now 2019-03-24 14:38:22 +01:00
Paul Pacheco
4fddb8c8a7
docs: remove deprecated messages 2019-03-24 08:13:31 -05:00
vis2k
e521a20052 fix: #573 (part 2) NetworkManager detects additive scene loads and respawns objects on server/client again 2019-03-24 13:24:29 +01:00
vis2k
c1af84e6bf fix: #573 (part 1) NetworkScenePostProcess handles NetworkIdentities of all scenes except DontDestroyOnLoad. this way it works for additively loaded scenes too. 2019-03-24 13:24:29 +01:00
vis2k
603dfa1fe9 don't use continue and improve comments 2019-03-24 13:24:29 +01:00