Paul Pacheco
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910f01f837
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Deploy artifacts to github releases
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2018-07-21 11:56:44 -05:00 |
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vis2k
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9227eacbbf
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NetworkIdentity.UNetUpdate: component serialization size check moved to OnSerializeSafely so that it happens for both calling functions (UNetSerializeAllVars and UNetUpdate). Also simplifies UNetUpdate code and removes dependency on NetworkWriter.Position.
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2018-07-21 15:38:53 +02:00 |
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vis2k
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b76680dfda
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NetworkIdentity.UNetUpdate: 'is any component with this channel dirty' code simplified
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2018-07-21 15:38:53 +02:00 |
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Paul Pacheco
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9a3cb91ff9
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Update appveyor link for github project
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2018-07-21 08:27:04 -05:00 |
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Paul Pacheco
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250ea5c1f4
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Merge pull request #2 from paulpach/artifacts
Zip up the output folder
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2018-07-20 15:30:19 -05:00 |
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Paul Pacheco
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567b048a24
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Zip up the output folder
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2018-07-20 15:22:09 -05:00 |
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Paul Pacheco
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6c15378f90
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Link branches to github instead of bitbucket
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2018-07-20 14:13:54 -05:00 |
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vis2k
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2dd907fb28
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MsgType.ObjectSpawn renamed to SpawnPrefab, ObjectSpawnScene renamed to SpawnSceneObject. Messages.ObjectSpawnMessage renamed to SpawnPrefabMessage, etc. to make it perfectly clear what the messages do in order to avoid any confusion.
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2018-07-20 16:37:05 +02:00 |
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vis2k
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e0a2a373ed
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Syntax
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2018-07-20 16:06:37 +02:00 |
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vis2k
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93309d563a
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NetworkServer.SendSpawnMessage: fixed a bug where the server would send the spawn packet with the wrong MsgType (ObjectSpawn instead of ObjectSpawnScene) for cases where NetworkManager.OnServerAddPlayer was overwritten to spawn a player object from the scene, instead of from a prefab, resulting in Client deserializaton NetworkReader bugs (failed to read past end of stream, etc.). Also added more comments to explain the control flow of the function.
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2018-07-20 15:25:49 +02:00 |
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vis2k
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7c4eefa5f9
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NetworkServer.SendSpawnMessage: removed unnecessary writer.Position > 0 check
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2018-07-20 12:57:15 +02:00 |
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vis2k
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0f2b4db3aa
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Added unit test for NetworkWriter.ToArray() behaviour, because it's different from BinaryWriter.ToArray() behaviour.
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2018-07-20 12:49:44 +02:00 |
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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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e804fd71b0
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NetworkTransform: removed NetworkWriter caching to simplify code and reduce state.
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2018-07-20 11:50:30 +02:00 |
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vis2k
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38ca71ffde
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NetworkTransformChild: removed NetworkWriter caching to simplify code and reduce state.
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2018-07-20 11:48:33 +02:00 |
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vis2k
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9852923982
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LocalConnection.Send/SendUnreliable reuse SendByChannel function
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2018-07-20 11:35:20 +02:00 |
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vis2k
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daaa9f6d17
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NetworkDiscovery.OnGUI improved. Uses GUILayout now instead of manually spacing y.
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2018-07-20 11:16:00 +02:00 |
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vis2k
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565e5560f9
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NetworkManagerHUD improved: OnGUI uses GUILayout instead of manually spacing y. Update hotkeys removed because they didn't really offer anything of value. [SerializeField] removed from public fields because it's redundant.
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2018-07-20 11:09:24 +02:00 |
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vis2k
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aac0652a5f
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Accidentally removed NetworkManagerEditor before
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2018-07-20 10:51:12 +02:00 |
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vis2k
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06f0967eda
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MsgType: removed unused messages
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2018-07-20 00:57:32 +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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c01b48f582
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Removed NetworkServiceInitialize analytics code.
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2018-07-19 18:38:26 +02:00 |
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Paul Pacheco
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c5263ed7ac
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Merged in paulpach/hlapi-community-edition/norandombytes (pull request #38)
Don't allow end user to send random bytes
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2018-07-19 16:14:16 +00:00 |
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Paul Pacheco
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2fb9c71414
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Don't allow end user to send random bytes
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2018-07-19 11:09:05 -05:00 |
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vis2k
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ea3634b1e4
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Relay feature removed because Unity pretty much abandoned it and hosting games on people's home computers never ends well anyway. People that need it might as well use the 'fixes-only' version.
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2018-07-19 17:46:47 +02:00 |
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vis2k
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27f5717b70
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Matchmaking feature removed because Unity pretty much abandoned it and plans to replace it with a solution on Google Cloud. People that need it might as well use the 'fixes-only' version.
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2018-07-19 17:46:42 +02:00 |
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vis2k
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0425e896aa
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Removed NetworkLobbyManager because there's no reason why this should be in here. Unity has a NetworkLobby asset for lobby functionality, and that's how it should be. Hard coding all kinds of different classes that inherit from NetworkManager is not good for anyone. People that need it might as well use the 'fixes-only' version.
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2018-07-19 17:20:09 +02:00 |
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vis2k
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db4c19e3e6
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PlayerController.kMaxLocalPlayers removed because it wasn't used anywhere
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2018-07-19 15:20:15 +02:00 |
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vis2k
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551a8928d6
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NetworkManagerHUD: UnityEngine.Application.X changed to Application.X
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2018-07-19 15:20:15 +02:00 |
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vis2k
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498433e124
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Network Simulator support removed because the feature was confirmed to be broken by UNET Developers, it never worked
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2018-07-19 11:48:48 +02:00 |
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vis2k
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fff714e1ec
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NetworkBehaviour.GetInvokerForHash parameter syntax simplified
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2018-07-19 11:38:39 +02:00 |
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vis2k
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5c0cc5b99c
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Messages: removed OverrideTransformMessages because it wasn't used anywhere
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2018-07-19 11:36:57 +02:00 |
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vis2k
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5ce07ac0a4
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LogFilter.Fatal level removed because it wasn't used anywhere and Debug/Warn/Error are more than enough anyway.
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2018-07-19 11:34:49 +02:00 |
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vis2k
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56278f5a84
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Removed ConnectionArray class because it wasn't used anywhere.
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2018-07-19 11:31:44 +02:00 |
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vis2k
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bdbafacbcb
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ClientScene: removed GetPlayerController function because it wasn't used anywhere and it was internal, hence couldn't be used in any project either.
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2018-07-19 11:31:44 +02:00 |
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Lymdun
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545e369216
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Merged in Lymdun/hlapi-community-edition-1/Lymdun/no-point-for-readsbyte-to-use-readerread-1531854999252 (pull request #34)
No point for ReadSByte() to use reader.ReadByte() with a cast
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2018-07-19 08:28:08 +00:00 |
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Paul Pacheco
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7cdd0dc32c
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Merged in paulpach/hlapi-community-edition/warnings (pull request #35)
Clean warnings
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2018-07-18 13:53:29 +00:00 |
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Paul Pacheco
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658f733390
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Clean warnings
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2018-07-18 07:52:43 -05:00 |
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vis2k
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5002d2d281
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NetworkManagerEditor: removed crc, fragmentation, maxpacketsize since it's not needed anymore; NetworkManager: improved comments for those fields
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2018-07-18 14:05:30 +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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Paul Pacheco
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80b4f78618
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Update links to fixes branch
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2018-07-17 19:56:46 -05:00 |
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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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ffa6e4e2ea
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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.
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2018-07-17 22:06:26 +02:00 |
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