vis2k
|
5a20083536
|
NetworkServer.s_sync removed because it's not needed anymore
|
2018-07-15 12:37:24 +02:00 |
|
vis2k
|
59cc34eaa8
|
NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code.
|
2018-06-22 20:34:35 +02:00 |
|
vis2k
|
c86f2618a8
|
NetworkServerSimple removed again to greatly reduce complexity.
|
2018-06-22 20:01:27 +02:00 |
|
vis2k
|
11845a9b04
|
NetworkServer.InternalUpdate always calls UpdateConnections, so we can remove it from NetworkServerSimple.Update and we can remove the dontListen check.
|
2018-06-22 14:08:32 +02:00 |
|
vis2k
|
3a3f4267d5
|
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.
|
2018-06-22 12:14:41 +02:00 |
|
vis2k
|
3047539600
|
Removed UNET_HOST_MIGRATION code (wasn't stable and hosting on other people's computers never works well anyway)
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
0a34efbaf4
|
NetworkReader/Writer use C#'s built in BinaryReader/Writer; removed NetworkBuffer; removed redundant .AsArray()/AsArraySegment() functions; removed unnecessary constructors
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
3ac3790ee7
|
Removed all [Obsolete] code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
7756f75ff1
|
NetworkServer: syntax improved to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
62399b4267
|
NetworkServer: removed removeList caching to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
d8dc0b829b
|
NetworkServer: removed static message caching to simplify code and reduce state
|
2018-06-22 09:32:19 +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
|
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
|
d4eb84182d
|
Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed.
|
2018-06-08 10:59:32 +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 |
|