Paul Pacheco
|
658f733390
|
Clean warnings
|
2018-07-18 07:52:43 -05:00 |
|
vis2k
|
5002d2d281
|
NetworkManagerEditor: removed crc, fragmentation, maxpacketsize since it's not needed anymore; NetworkManager: improved comments for those fields
|
2018-07-18 14:05:30 +02:00 |
|
vis2k
|
89d45e1e1b
|
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.
|
2018-07-17 23:23:06 +02:00 |
|
vis2k
|
368543b734
|
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.
|
2018-07-17 22:28:31 +02:00 |
|
vis2k
|
ffa6e4e2ea
|
NetworkCRC removed because all it did was compare each script's channelIds by sending all the script names over the network. This uses unnecessary bandwidth, causes unnecessary code complexity and makes no real sense because there's virtually no reason why anyone would modify a script's channel after building the server/client.
|
2018-07-17 22:06:26 +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
|
32d780f02f
|
NetworkManager: syntax improvements to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
d1e53f5811
|
NetworkLobbyManager.OnValidate simplified by using Mathf.Clamp
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
dd6f47a82d
|
LogFilter: removed redundant log level definitions
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
1f2f874874
|
NetworkManager: removed static message caching to simplify code and reduce state
|
2018-06-22 09:32:19 +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
|
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
|
e505cbd5f4
|
Fixed: ServerDisconnected due to error: Timeout. Also improved log messages to make more sense.
|
2018-06-08 11:02:24 +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
|
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 |
|