vis2k
30ee71a6f8
Telepathy updated to latest version (removed header allocations)
2019-04-29 12:58:47 +02:00
vis2k
77bee450b9
perf: Transports now give ArraySegment<byte> instead of byte[] (based on #569 and #846 )
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perf: Transports now give ArraySegment<byte> instead of byte[] (based on #569 and #846 )
2019-04-28 21:08:19 +02:00
vis2k
6c4b34ba06
fix: ListServer Ping not found in WebGL
2019-04-28 20:49:20 +02:00
vis2k
e8a8e77016
Telepathy updated to latest version (Message converted to struct to minimize GC)
2019-04-28 13:36:28 +02:00
vis2k
1f07af0cae
fix: Revert "refactor: consolidate prefab and spawn handlers ( #817 )" to fix a bug where if editor=host, build=client, we receive scene object not found when walking out of and back into an observer's range
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This reverts commit b4c9c6fdc8
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2019-04-24 17:04:28 +02:00
vis2k
5480548ffa
add comment
2019-04-24 13:11:36 +02:00
vis2k
f56507f2fc
fix: Revert "NetworkIdentity.observers dictionary is always created, but always empty on clients. Gets rid of all null checks." to fix server-only bug not allowing movement on client, e.g. in uMMORPG
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This reverts commit e8d9d852e3
.
2019-04-24 13:08:10 +02:00
Zac North
0484a50e6d
Use queue for Ping and Pong messages as well ( #841 )
2019-04-24 09:28:34 +02:00
Zac North
5aa7148c60
Use message queue instead of SemaphoreSlim - SemaphoreSlim was severely bottlenecking performance ( #839 )
2019-04-23 10:23:47 +02:00
Coburn
2695da4e2a
LLAPI Transport not available on WSA/UWP (v2) ( #838 )
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* LLAPITransport will not be available for WSA/UWP applications with this patch. (LLAPI never was to begin with).
* v2 of the not allowing LLAPI Transport to be available on UWP/WSA games
2019-04-22 11:15:17 +02:00
Coburn
7058de2364
LLAPITransport will not be available for WSA/UWP applications with this patch. (LLAPI never was to begin with). ( #837 )
2019-04-22 09:34:36 +02:00
vis2k
92a9903b0d
Disable sceneid assignment message
2019-04-22 09:23:36 +02:00
Zac North
2d682b5fad
fix(websocket): #829 fix InvalidOperationException with wss:// ( #830 )
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* fix(wss): Use a queue on the server to avoid "InvalidOperationException: Invalid nested call."
* Remove unnecessary "private"
Co-Authored-By: Katori <znorth@gmail.com>
* Remove unnecessary "private"
Co-Authored-By: Katori <znorth@gmail.com>
* Update Server.cs
* comment: explain what is going on here
* comments: better comment
* Move queue into WebSocketImplementation instead of Server-specific
* Remove unused variables in Server
* Use a SemaphoreSlim instead of queue system
2019-04-21 10:33:07 +02:00
vis2k
52625923b2
fix: Mono.CecilX namespace to work around Unity 2019 Cecil namespace collision ( #832 )
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* fix: Mono.CecilX namespace to work around Unity 2019 Cecil namespace collision
* rename dlls
* change asmdef guid for conflict with hlapi
* rename assemblynames too
* fix: invalid scene id in 2019.1 by ignoring prefabs in NetworkScenePostProcess
* rename projects too
2019-04-20 21:01:10 +02:00
vis2k
203a823b19
fix: invalid scene id in 2019.1 by ignoring prefabs in NetworkScenePostProcess
2019-04-20 20:39:44 +02:00
vis2k
b20c0d91f7
syntax
2019-04-19 09:28:39 +02:00
MrGadget
bcd3424c0e
refactor: Simplify GetStartPosition ( #828 )
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* Simplify GetStartPosition
- Early out if startPositions.Count = 0
- Reduces the normal returns to single LOC each
- Only resets startPositionIndex if it reaches int.MaxValue
- Uses modulo and increment-after against count to pick round robin index
- Eliminates unnecessary last return that could never be reached
* Per Paul's request
2019-04-18 15:20:08 -05:00
MrGadget
8ebda0fa21
fix: Respect Player Prefab Position & Rotation ( #825 )
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Respect Player Prefab Position & Rotation
2019-04-18 07:13:38 -05:00
vis2k
e8d9d852e3
NetworkIdentity.observers dictionary is always created, but always empty on clients. Gets rid of all null checks.
2019-04-17 23:04:52 +02:00
vis2k
aa4a91bcce
remove whitespace
2019-04-17 22:42:56 +02:00
Paul Pacheco
b4c9c6fdc8
refactor: consolidate prefab and spawn handlers ( #817 )
2019-04-17 16:00:03 +02:00
vis2k
b5ff43ada3
feat: SyncList.FindIndex added ( #823 )
2019-04-17 06:18:23 -05:00
MichalPetryka
2327498b31
Remove vars ( #819 )
2019-04-16 12:38:48 +02:00
MichalPetryka
6eaea267d5
Remove useless out ( #820 )
2019-04-16 12:38:22 +02:00
MichalPetryka
3b5fa051c1
Inline out ( #818 )
2019-04-16 12:38:01 +02:00
vis2k
3452915a4e
NetworkConnection.TransportReceive: don't try to invoke if unpacking failed.
2019-04-15 15:08:55 +02:00
Paul Pacheco
1352334747
fix: non ready connections should not observe objects
2019-04-15 07:32:41 -05:00
Paul Pacheco
e69c0976a2
refactor: Simplify nested if
2019-04-15 06:30:41 -05:00
Paul Pacheco
97f8bf6b26
refactor: use null propagation operator
2019-04-14 11:04:23 -05:00
Paul Pacheco
af0f79be14
refactor: removed unreachable if
2019-04-14 10:17:29 -05:00
Paul Pacheco
7417b68671
fix: check event prefix
2019-04-14 10:06:36 -05:00
Paul Pacheco
2598389036
refactor: use null propagation operator
2019-04-14 07:58:53 -05:00
MichalPetryka
fea09a6b74
Improve SceneID generation via RNGCryptoServiceProvider ( #812 )
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* Improve SceneID generation
* Update NetworkIdentity.cs
2019-04-14 14:17:25 +02:00
vis2k
b9247a78b6
out syntax
2019-04-14 12:43:05 +02:00
vis2k
f3f0ef299e
clear sceneid if it was a duplicate
2019-04-14 12:40:16 +02:00
vis2k
3ebd4981a4
only use generated sceneId if not duplicate
2019-04-14 12:39:48 +02:00
MrGadget
705194023c
Remove all "private" ( #807 )
2019-04-14 09:43:03 +02:00
MrGadget
08cc3236a1
Fix Additive Example Scene Lighting ( #808 )
2019-04-13 21:41:46 +02:00
c6burns
3a50ca6352
fix: added new read/write symbol params ( #806 )
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fix: added new read/write symbol params
2019-04-12 16:00:46 -05:00
vis2k
27b7e250a0
perf: OnDeserializeSafely without GC ( #804 )
2019-04-12 08:38:23 -05:00
vis2k
19a9995501
remove whitespace
2019-04-12 15:31:05 +02:00
vis2k
a82367b2c6
remove caching to keep it simple for now
2019-04-12 11:57:47 +02:00
vis2k
80d72c804d
remove empty whitespace
2019-04-12 11:55:22 +02:00
vis2k
7e79dfad38
disable 'Weaving succeeded' message now that everything works
2019-04-12 11:55:09 +02:00
c6burns
3ba546e133
fix : #791 corrected assembly paths passed to weaver ( #803 )
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* fixed incorrect assembly paths
* Update CompilationFinishedHook.cs
2019-04-12 11:52:35 +02:00
vis2k
2eb247a6d2
Cecil StackOverflow fix without breaking API ( https://github.com/vis2k/cecil/commits/TypeReference_Resolve_StackOverFlow_Fix )
2019-04-12 11:23:44 +02:00
vis2k
0f1522229e
remove empty whitespace
2019-04-11 22:09:25 +02:00
vis2k
eb4b2f40c5
Weaver.ImportCorLibType: avoid MixIn exception when calling ImportReference with a null type. Log the type that we failed to resolve instead.
2019-04-11 22:09:14 +02:00
vis2k
286983a8f8
Fix StackOverflowException for NetStandard in Mono.Cecil by using https://github.com/vis2k/cecil/tree/TypeReference_Resolve_StackOverFlow_Fix
2019-04-11 21:57:14 +02:00
vis2k
9f67b4761f
Rebuild Cecil 0.10.3 DLLs from scratch via net4_0_Release mode
2019-04-11 20:10:43 +02:00