vis2k
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fc4080535b
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SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead.
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2018-07-20 12:42:39 +02:00 |
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vis2k
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2e9dc82e0e
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Removed numBytes parameter from all Send/SendBytes functions. Uses bytes.Length instead.
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2018-07-20 12:29:51 +02:00 |
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vis2k
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ee2d0373eb
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UNetwork.MsgType converted to Enum. Easier + faster string conversion and more flexible code.
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2018-07-19 21:03:00 +02:00 |
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vis2k
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7cea90460f
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NetworkMessageHandlers class removed because it was just a wrapper around a Dictionary with the added bonus of not allowing us to overwrite internal message handlers from the outside, which sucks. NetworkClient, NetworkServer, NetworkConnection all use a simple Dictionary now.
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2018-07-19 20:48:37 +02:00 |
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vis2k
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00b1bc119d
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NetworkConnection: removed m_MessageInfo caching to simplify code and reduce state
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2018-07-19 20:29:41 +02:00 |
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vis2k
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0e4f905a72
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NetworkConnection.InvokeHandler error messages are now shown if handler not found for msgType instead of failing silently
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2018-07-19 20:28:29 +02:00 |
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vis2k
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a14a03b6d1
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NetworkConnection: forgot to remove s_MaxPacketStats
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2018-07-18 10:45:17 +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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368543b734
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NetworkConnection.IsSequencedQoS/IsReliableQoS/IsUnreliableQoS moved out of NetworkConnection class into UNetwork.cs because it's a helper function used in other places too, and makes NetworkConnection.cs less complex.
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2018-07-17 22:28:31 +02:00 |
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vis2k
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f57d5ae905
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NetworkConnection Send/SendUnreliable/SendByChannel syntax improved
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2018-07-17 22:17:31 +02:00 |
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vis2k
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38142a6d6f
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NetworkConnection.m_Writer isn't cached anymore to simplify code
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2018-07-17 22:16:09 +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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ebb0844bcc
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NetworkConnection: syntax improvements to simplify code
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2018-06-22 09:32:19 +02:00 |
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vis2k
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b9e5f77a47
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NetworkConnection.Disconnect doesn't clear the address so that it's still available in NetworkManager.OnServerDisconnect
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2018-06-08 12:20:30 +02:00 |
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vis2k
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d1ff029cc9
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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.
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2018-06-08 12:18:56 +02:00 |
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vis2k
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9eabd22c19
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NetworkConnection: IsSequencedQoS, IsReliableQoS made public for external use; IsUnreliableQoS added
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2018-06-08 10:47:39 +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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