Commit Graph

8582 Commits

Author SHA1 Message Date
vis2k
8957af215c NetworkAnimator: removed static message caching to simplify code and reduce state 2018-06-22 09:32:19 +02:00
vis2k
0d175c2844 ClientScene: removed static message caching to simplify code and reduce state 2018-06-22 09:32:19 +02:00
vis2k
c64e849b1b NetworkProximityChecker: replaced SetVis with GetComponentsInChildren 2018-06-22 09:32:19 +02:00
Paul Pacheco
5acaf30f3a Fix references to sibling project instead of built dll 2018-06-22 09:31:45 +02:00
vis2k
aeae41051a Updated license for HLAPI Community Edition. 2018-06-14 12:46:00 +02:00
vis2k
2388b4c0ee Updated Readme to 'HLAPI Community Edition' 2018-06-13 12:43:34 +02:00
vis2k
ae611cf82c 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 2018-06-13 11:24:41 +02:00
vis2k
be9efea78c 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 2018-06-12 22:35:36 +02:00
vis2k
b8a289ba49 ChannelBuffer MaxBufferedPackets log message fixed, logs proper max value now 2018-06-12 22:32:24 +02:00
vis2k
d976add1f8 NetworkIdentity.OnStartClient: isClient is set to true without checking if it's false 2018-06-12 22:32:04 +02:00
vis2k
3fe7e56ff5 NetworkIdentity.isServer simplified 2018-06-12 22:31:00 +02:00
vis2k
88a68d8af4 ChannelBuffer.MaxPendingPacketCount redundant option removed because there is already MaxBufferedPackets. Fixeds a bug where setting MaxBufferedPackets in NetworkManager would not be applied to the channels, always leaving them with at max 16 buffered packets and causing issues under load. 2018-06-08 16:31:31 +02:00
vis2k
7fd77a0e4b NetworkWriter.Position type changed from 'short' to 'int' to fix a bug where writing >32kb into NetworkWriter would result in negative .Position 2018-06-08 15:30:54 +02:00
vis2k
de27baa1b4 Applied HLAPI 2018.1 downwards compatible improvements 2018-06-08 14:23:59 +02:00
vis2k
b9e5f77a47 NetworkConnection.Disconnect doesn't clear the address so that it's still available in NetworkManager.OnServerDisconnect 2018-06-08 12:20:30 +02:00
vis2k
d1ff029cc9 Fixed client scene switching/loading bugs where messages were processed while a scene load was in progress, hence losing all the processed data once the scene was loaded, causing all kinds of state errors. 2018-06-08 12:18:56 +02:00
vis2k
877c5f6aa9 'Did not find target for sync message' warning improved with note that this might be completely normal 2018-06-08 12:06:04 +02:00
vis2k
5909cc6937 NetworkClient.IsValidIPV6 fixed 2018-06-08 12:04:37 +02:00
vis2k
04a4435a58 ObjectSpawnFinishedMessage state uses byte instead of uint to save bandwidth (it's always 0 or 1 anyway) 2018-06-08 12:03:22 +02:00
vis2k
b8d50da2fd ObjectSpawnMessage always read order changed and it always reads rotation now because it's always written too. 2018-06-08 11:56:00 +02:00
vis2k
d1b8181db1 Messages: ErrorMessage value changed from int to byte because that's what NetworkServer actually uses. Also saves bandwidth. 2018-06-08 11:52:39 +02:00
vis2k
c41ca4d824 ConnectionArray list index access bug fixed where index == count would be allowed 2018-06-08 11:47:36 +02:00
vis2k
e505cbd5f4 Fixed: ServerDisconnected due to error: Timeout. Also improved log messages to make more sense. 2018-06-08 11:02:24 +02:00
vis2k
d4eb84182d Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed. 2018-06-08 10:59:32 +02:00
vis2k
2c31c78602 NetworkManager.OnValidate: checks if channel[0] is Reliable and channel[1] is Unreliable because Channels.DefaultReliable is 0 and Unreliable is 1. The code assumes those channels to be there. 2018-06-08 10:48:29 +02:00
vis2k
9eabd22c19 NetworkConnection: IsSequencedQoS, IsReliableQoS made public for external use; IsUnreliableQoS added 2018-06-08 10:47:39 +02:00
vis2k
9980e5e713 OnSerializeSafely & OnDeserializeSafely, independent of sibling components and with detailed errors to avoid out of range exceptions if any one component failed or didn't read/write the expected amount 2018-06-08 10:45:24 +02:00
vis2k
a67508f624 [SyncVar] limit increased from 32 to 64 per component 2018-06-07 15:50:31 +02:00
vis2k
903eee667c HLAPI pro welcome message added to see if the HLAPI Pro is active or not 2018-06-07 15:44:32 +02:00
vis2k
1e77e191b3 HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4) 2018-06-07 15:41:08 +02:00
vis2k
6b2e2f3afd License & Readme 2018-06-07 15:40:15 +02:00
vis2k
e14faeedef gitignore 2018-06-07 15:11:43 +02:00