Commit Graph

17 Commits

Author SHA1 Message Date
vis2k
6f667ee2c8 NetworkServer.SendToAll/SendUnreliableToAll reuse SendByChannelToAll function 2018-07-16 20:10:43 +02:00
vis2k
5a20083536 NetworkServer.s_sync removed because it's not needed anymore 2018-07-15 12:37:24 +02:00
vis2k
59cc34eaa8 NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code. 2018-06-22 20:34:35 +02:00
vis2k
c86f2618a8 NetworkServerSimple removed again to greatly reduce complexity. 2018-06-22 20:01:27 +02:00
vis2k
11845a9b04 NetworkServer.InternalUpdate always calls UpdateConnections, so we can remove it from NetworkServerSimple.Update and we can remove the dontListen check. 2018-06-22 14:08:32 +02:00
vis2k
3a3f4267d5 NetworkServer.localConnections and localConnectionsFakeList replaced with .localConnection. The old lists were only for downwards compatibility, HLAPI didn't even use local connection lists anymore - it always contained only the m_localConnection entry. 2018-06-22 12:14:41 +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
7756f75ff1 NetworkServer: syntax improved to simplify code 2018-06-22 09:32:19 +02:00
vis2k
62399b4267 NetworkServer: removed removeList caching to simplify code 2018-06-22 09:32:19 +02:00
vis2k
d8dc0b829b NetworkServer: removed static message caching to simplify code and reduce state 2018-06-22 09:32:19 +02:00
vis2k
ae611cf82c 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 2018-06-13 11:24:41 +02:00
vis2k
be9efea78c 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 2018-06-12 22:35:36 +02:00
vis2k
d1b8181db1 Messages: ErrorMessage value changed from int to byte because that's what NetworkServer actually uses. Also saves bandwidth. 2018-06-08 11:52:39 +02:00
vis2k
d4eb84182d Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed. 2018-06-08 10:59:32 +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