petris
15c5926041
Fix #if
2019-01-20 09:28:17 -06:00
vis2k
3396e56133
Telepathy updated to latest version (Stop always returns and .Active is definitely false afterwards)
2019-01-20 14:26:24 +01:00
vis2k
12f0ba6a64
NetworkTransformBase: fix interpolation being applied to a client's object that he had authority over. fixes #273
2019-01-18 17:50:43 +01:00
vis2k
1b90647f72
Pong: only simulate ball physics on server. Fixes #304
2019-01-18 17:34:59 +01:00
vis2k
32ed3cb540
Pong: Use OnStartServer instead of Server and ServerCallback
2019-01-18 17:32:03 +01:00
vis2k
c975d87310
Syntax
2019-01-18 17:30:30 +01:00
vis2k
4e6d44f3f7
Fix typo
2019-01-18 17:30:15 +01:00
vis2k
c0b2a74c11
Move NetworkReader.ReadMessage to the actual ReadMessage function
2019-01-18 13:09:58 +01:00
vis2k
ce8ede3db3
OnServerAddPlayer uses NetworkMessage parameter instead of NetworkReader. Removes last dependency on NetworkReader.ReadMessage ( #307 )
2019-01-18 13:08:19 +01:00
vis2k
183afac99a
move startOnHeadless to NetworkManager ( #309 )
2019-01-18 13:04:05 +01:00
vis2k
904535409d
Updated Telepathy to latest version (big endian headers)
2019-01-18 13:00:13 +01:00
vis2k
1c83c74da0
Transport components ( #308 )
...
* Convert Transport to component; remove websockets property
* Improve warning
* Automatically add default Transport if needed
* Added Transports to scenes
* Move port to Transport
* Detected too late
* Interface
* Virtual transport property just in case
* HUD shows transport.tostring
* LLAPITransport UseWebsockets option
* Remove bindToIp and ServerStart(ip) parameter. let transport handle it if needed.
* TelepathyTransport.ToString
* Remove unused function
* LLAPITransport.ToString
* Don't duplicate ports
remote endpoint already has the port.
If you have ipv6, it will show like this:
```[::]:7777```
[::] is localhost in IPv6
If you have ipv4, it will show like this:
```127.0.0.1:7777```
* Removed unused labels
* Syntax
* Updated Telepathy to latest version
* localendpoint
2019-01-17 18:14:05 +01:00
vis2k
4cf35eb9cd
Updated Telepathy to latest version
2019-01-17 18:02:44 +01:00
Paul Pacheco
d8bcbe0c62
Start on Headless is optional
2019-01-16 23:13:05 -06:00
vis2k
0ef7bc2c5a
Revert NetworkClient.UpdateClients foreach because it causes an InvalidOperationException when stopping the client.
2019-01-17 01:21:33 +01:00
vis2k
6738d95b28
NetworkConnection: removed unused imports
2019-01-16 22:24:25 +01:00
vis2k
123dbe8cd8
NetworkBehaviour: remove unnecessary 'private' modifiers
2019-01-16 22:23:22 +01:00
vis2k
8844616c33
LocalClient: remove unnecessary 'private' modifiers
2019-01-16 22:17:23 +01:00
vis2k
4ece68d053
OnObjectSpawnFinished message split into OnObjectSpawnStarted + OnObjectSpawnFinished. Saves 2 bytes of bandwidth per client spawn, and makes the code more obvious.
2019-01-16 22:10:08 +01:00
vis2k
7e9ed33448
Use actual type
2019-01-16 22:01:39 +01:00
vis2k
6cea00db0e
Use actual type
2019-01-16 22:00:04 +01:00
vis2k
663dedff81
Use foreach
2019-01-16 21:59:13 +01:00
vis2k
6104d5bafe
Use actual types
2019-01-16 21:55:24 +01:00
vis2k
c95fc2bf23
Use foreach instead of for-int
2019-01-16 21:52:53 +01:00
vis2k
edd8f99059
Remove unused imports
2019-01-16 21:49:11 +01:00
vis2k
28539c9d2f
NetworkClient: m_MessageHandlers made public and renamed to handlers. No need to have a separate property, it can't be nulled anyway.
2019-01-16 21:48:44 +01:00
vis2k
76bd13c789
Changed Boolean to bool
2019-01-16 21:45:15 +01:00
vis2k
03f0355359
DestroyObject moved next to Destroy
2019-01-16 21:38:03 +01:00
vis2k
b2ab752bc0
DestroyObject moved into Destroy. No need to have an internal version anymore because no one can override Destroy anymore.
2019-01-16 20:51:15 +01:00
vis2k
cdd4948eb8
UnSpawnObject moved into UnSpawn because that's the only function that calls it anyway
2019-01-16 20:49:03 +01:00
vis2k
9891916ba0
UnSpawnObject moved into UnSpawn because that's the only function that called it anyway
2019-01-16 20:46:43 +01:00
vis2k
c6cf8aad02
InternalAddPlayerForConnection: call GetCOmponent directly
2019-01-16 20:43:06 +01:00
vis2k
892d894d0f
InternalReplacePlayerForConnection: call GetComponent directly.
2019-01-16 20:42:31 +01:00
vis2k
7d439f0c20
SpawnObject: call GetComponent directly
2019-01-16 20:40:41 +01:00
vis2k
bd12048bd9
Update error message
2019-01-16 20:34:19 +01:00
vis2k
297c2974bd
NetworkServer.SendToClientOfPlayer uses NetworkIdentity now too
2019-01-16 20:32:30 +01:00
vis2k
5774f725c6
Make NetworkServer fully static. sealed not needed anymore then either.
2019-01-16 20:24:45 +01:00
vis2k
8fe142c1a7
SendToAll: change syntax for consistency with SendToRead/SendToObservers
2019-01-16 19:44:19 +01:00
vis2k
f7fbbee8d1
OnDeserializeSafely: check that correct amount of bytes was read
2019-01-16 19:25:43 +01:00
vis2k
6688bc39c8
SendToObservers uses NetworkIdentity parameter now too
2019-01-16 15:15:56 +01:00
vis2k
6c32dd561d
Syntax
2019-01-16 15:07:02 +01:00
vis2k
f95f127ed1
Syntax
2019-01-16 15:05:57 +01:00
vis2k
7e8c330475
SendToReady: removed context==null case where it would send to all ready connections. We never call it with null internally, and no one would assume to pass null there externally. Use SendToAll instead, or if needed we can add SendToAllReady in the future.
2019-01-16 14:49:23 +01:00
vis2k
32f77e41d4
NetworkServer.SendToReady uses NetworkIdentity to avoid two GetComponent calls per SendToReady: one for the old GetComponent<NetworkIdentity>, one for the callers which always used .gameObject before.
2019-01-16 14:47:38 +01:00
vis2k
dc9d12b67d
Rename 'uv' to 'identity'
2019-01-16 12:15:45 +01:00
vis2k
59dd73b0f1
NetworkIdentity: no need to wrap the dict as property
2019-01-16 12:12:29 +01:00
vis2k
80ac56a23f
Add comment
2019-01-16 12:09:30 +01:00
vis2k
63ac60a38c
UNetUpdate: check observers==null because the rest of the code does that too at the moment
2019-01-16 12:09:01 +01:00
vis2k
70f1fe8c5b
NetworkIdentity: move update methods next to each other
2019-01-16 12:08:37 +01:00
Paul Pacheco
f32ac7dfe6
Don't serialize the object if there are no observers ( #300 )
2019-01-16 12:07:59 +01:00