vis2k
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d8dc0b829b
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NetworkServer: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
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ae611cf82c
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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
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2018-06-13 11:24:41 +02:00 |
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vis2k
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be9efea78c
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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
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2018-06-12 22:35:36 +02:00 |
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vis2k
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d1b8181db1
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Messages: ErrorMessage value changed from int to byte because that's what NetworkServer actually uses. Also saves bandwidth.
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2018-06-08 11:52:39 +02:00 |
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vis2k
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d4eb84182d
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Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed.
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2018-06-08 10:59:32 +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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