vis2k
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bafd9d1b28
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NetworkConnection.Disconnect: no need to check connected first
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
777232f5e0
|
NetworkClient.m_clientConnectionId removed because it's not needed
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
0128210356
|
Transport eats first connectionId (0) in constructor to fix a bug where in host mode, a connected client wouldn't receive all the spawns because he would get the connectionId=0 assigned, which would result in the host mode's player and the first external connection both having the same connectionId, resulting in all kinds of weird problems
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
437fb06728
|
Updated Telepathy to latest version
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
23acffbe12
|
Updated Telepathy to latest version. Fixes the problem where disconnect wouldn't be realized on client if client connect failed
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
32e2f5f845
|
Client/Server loops: removed log messages
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
1f2725376c
|
Transport.Shutdown() is now called by NetworkManager.OnApplicationQuit so that client/server threads are fully shut down when pressing Stop in the Editor. otherwise editor keeps them alive until we press Play again.
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2018-08-17 14:07:54 +02:00 |
|
vis2k
|
4b8a168026
|
Updated Telepathy to latest version
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
baad970706
|
Removed channels and configs everywhere
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
89964d32a2
|
RemoteEndPoint stuff removed
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
1c9744385c
|
Removed NetworkDiscovery because Telepathy doesn't support it
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
699c379c3c
|
Basic Telepathy integration
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
d3b537fc06
|
NetworkDetailStats removed because they only work while Unity's NetworkTransport layer is running
|
2018-08-17 14:07:54 +02:00 |
|
vis2k
|
cca03d9d1d
|
NetworkIdentity.AddObserver: added a better warning message if connectionId was already added
|
2018-08-17 14:07:12 +02:00 |
|
Coburn
|
e87502f851
|
Update the README file to reflect the location of the Linux DLLs. (#15)
* Update the README file to reflect the location of the Linux DLLs.
|
2018-08-16 17:22:52 +02:00 |
|
Paul Pacheco
|
24329b1ebe
|
Remove unused variable
|
2018-08-10 07:42:31 -05:00 |
|
Paul Pacheco
|
97fe2331f1
|
Parenthesis is redundant
|
2018-08-10 07:41:18 -05:00 |
|
vis2k
|
00f571c28c
|
Protocol: removed content length from message header because we can calculate the size from whatever is left in the reader. Saves 1-2 bytes bandwidth, so another 5% on average.
|
2018-08-07 14:38:43 +02:00 |
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vis2k
|
d36b6d926d
|
NetworkClient/NetworkServer pass exact message to data handlers instead of passing the whole buffer with a 'receivedSize' parameter. Prepares for the header 'size' removal to save bandwidth.
|
2018-08-07 14:35:25 +02:00 |
|
Paul Pacheco
|
009fc251ae
|
Update issue templates
Describe how to upload a repro project
|
2018-08-06 20:06:23 -05:00 |
|
Paul Pacheco
|
457c12dd2b
|
Update issue templates
Add template for feature request
|
2018-08-06 20:06:14 -05:00 |
|
Paul Pacheco
|
b830d4cbf2
|
add issue template
Tell people what to put on bug reports
|
2018-08-06 20:06:05 -05:00 |
|
vis2k
|
bb0e27cbb8
|
Protocol uses WritePackedUInt32 for size and msgtype header. Uses 1 byte instead of 2 bytes for each in almost all the cases, effectively reducing bandwidth by about 10%, given an average message size of 20 bytes
|
2018-08-06 22:54:05 +02:00 |
|
vis2k
|
7e574e7e39
|
Removed NetworkReader.SeekZero because it wasn't used anymore
|
2018-08-06 20:17:53 +02:00 |
|
vis2k
|
a4cce5b3c5
|
Removed NetworkClient.m_MsgReader because it wasn't used anymore
|
2018-08-06 20:16:49 +02:00 |
|
vis2k
|
96f48fdbba
|
NetworkWriter.SeekZero/StartMessage/FinishMessage removed because they aren't needed anymore after protocol update
|
2018-08-06 18:53:24 +02:00 |
|
vis2k
|
54d5ede3e7
|
UNetwork.Protocol handles message packing and unpacking in one place now, so that we don't construct/deconstruct size/type headers manually everywhere. This way we can change the header any time without worrying about missing it somewhere.
|
2018-08-06 18:50:11 +02:00 |
|
vis2k
|
f8618d216f
|
NetworkConnection.HandleBytes: removed message processing loop because always exactly 1 message is processed when NetworkServer/NetworkClient call HandleBytes. This is why there are NetworkTransport.Receive while loops in NetworkServer/NetworkClient.Update already.
|
2018-08-06 16:20:23 +02:00 |
|
vis2k
|
372f628d42
|
NetworkConnection.HandleReader removed and code put into HandleBytes, because that's what HandleBytes does and we don't need that extra HandleBytes/HandleReader redundancy
|
2018-08-06 15:41:27 +02:00 |
|
vis2k
|
8dc9cc2ee8
|
LocalClient.InvokeHandlerOnClient removed because it wasn't used anymore after removing LocalClients redundancies before
|
2018-08-06 15:23:07 +02:00 |
|
vis2k
|
398fec3890
|
NetworkManager: removed some unnecessary empty white spaces
|
2018-08-06 15:20:16 +02:00 |
|
vis2k
|
16477bad12
|
NetworkWriter: removed some unnecessary empty spaces
|
2018-08-06 14:58:28 +02:00 |
|
vis2k
|
028a6c8e78
|
NetworkAnimator: removed NetworkWriter caching to reduce dependencies on NetworkWriter.SeekZero
|
2018-08-06 14:55:10 +02:00 |
|
vis2k
|
7751244048
|
NetworkManager greeting message updated from HLAPI Pro to HLAPI CE
|
2018-08-06 12:41:00 +02:00 |
|
vis2k
|
4384a7115a
|
Removed some unnecessary whitespaces
|
2018-08-06 12:40:31 +02:00 |
|
vis2k
|
9fb8b071c6
|
LocalConnections: removed redundant functions. no need to overwrite SendByChannel, as NetworkConnection.SendByChannel calls SendBytes anyway. Also removed NetworkServer.InvokeHandler since it's not needed anymore. InvokeBytes is the way to go.
|
2018-08-06 12:36:02 +02:00 |
|
Paul Pacheco
|
8f44c9aabb
|
Fix #11, clear dirty bits only during synchronization, not during spawn (#12)
|
2018-08-04 15:50:59 +02:00 |
|
Paul Pacheco
|
29bcd247fe
|
Merge pull request #14 from Lymdun/patch-2
Fix discord invite (other branches)
|
2018-08-04 08:07:00 -05:00 |
|
Lymdun
|
7d3cd6c3c3
|
Fix discord invite (other branches)
|
2018-08-04 15:03:53 +02:00 |
|
vis2k
|
ddc53e27cc
|
NetworkConnection message logging improved: uses BitConverter instead of reinventing the wheel and always logs the complete message. Logging partial messages would cause a lot of problems when debugging. If we expected a message with length 20 and HLAPI shows only up to length 18, then this will be really difficult to debug. Also removed k_MaxMessageLogSize because it's not needed anymore.
|
2018-08-02 14:51:00 +02:00 |
|
vis2k
|
ee22bde50b
|
Gitignore Rider
|
2018-08-01 12:40:33 +02:00 |
|
vis2k
|
6c80b054ac
|
SendToTransport failed. error:WrongConnection error isn't shown anymore if someone disconnects, since this is expected behaviour and totally normal.
|
2018-07-28 15:54:56 +02:00 |
|
Paul Pacheco
|
d9418b1c84
|
Simplify OnSerialize generation
* Simplify generated serializer
* Add some comments to better understand what the weaver is generating
|
2018-07-27 16:22:43 +02:00 |
|
Paul Pacheco
|
497c6c5246
|
Provide a guideline for contributing code
|
2018-07-26 12:49:11 -07:00 |
|
vis2k
|
0ed342ecb8
|
NetworkConnection.SendBytes is now protected so that outside classes can't send random bytes to the client anymore. This is better & safer design and allows us to remove the redundant SendBytesToReady function
|
2018-07-26 21:09:59 +02:00 |
|
vis2k
|
3ceebaec78
|
SyncList uses SyncListMessage to reduce dependencies on SendBytes
|
2018-07-26 21:07:34 +02:00 |
|
vis2k
|
14fcafda0c
|
NetworkIdentity.UNetUpdate uses UpdateVarsMessage to reduce depencies on SendBytes
|
2018-07-26 20:30:47 +02:00 |
|
vis2k
|
2b54665915
|
Weaver SyncEvent code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendEventInternal, where the message is properly constructed. Reduces dependencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated.
|
2018-07-26 20:09:51 +02:00 |
|
vis2k
|
83927f27b0
|
Weaver TargetRpc code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendTargetRPCInternal, where the message is properly constructed. Reduces dependencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated.
|
2018-07-26 19:33:38 +02:00 |
|
vis2k
|
1097d000ff
|
Weaver Rpc code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendRPCInternal, where the message is properly constructed. Reduces dependencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated.
|
2018-07-26 19:15:42 +02:00 |
|