Commit Graph

143 Commits

Author SHA1 Message Date
vis2k
7c3ce78cb4 NetworkServer.SendToReady/SendUnreliableToReady reuse SendByChannelToReady function; also uses consistent null checks and return values for all now. 2018-07-16 20:17:20 +02:00
vis2k
6f667ee2c8 NetworkServer.SendToAll/SendUnreliableToAll reuse SendByChannelToAll function 2018-07-16 20:10:43 +02:00
vis2k
225c7955cd NetworkClient.Send/SendUnreliable reuse SendByChannel function 2018-07-16 20:01:20 +02:00
vis2k
0cc23e411b NetworkHash128: fixed missing ) in comment 2018-07-16 15:49:13 +02:00
vis2k
dc10b8f9d6 NetworkHash128 simplified and comments added 2018-07-16 15:24:24 +02:00
vis2k
5a20083536 NetworkServer.s_sync removed because it's not needed anymore 2018-07-15 12:37:24 +02:00
Paul Pacheco
0022da41d4 Merged in paulpach/hlapi-community-edition-lag/conditional (pull request #25)
Simplify authority assignment
2018-07-09 10:30:25 +00:00
Paul Pacheco
2ea1a9ef2d Merged in paulpach/hlapi-community-edition-lag/simpleready (pull request #21)
Make the logic simpler for ensuring the connection is ready
2018-07-03 17:21:07 +00:00
Paul Pacheco
a6b62f1608 Simplify authority assignment 2018-07-03 07:35:09 -05:00
Paul Pacheco
d3f23f7f04 Merged in paulpach/hlapi-community-edition-lag/reset2 (pull request #22)
Properly reset scene gameobjects when we receive OnObjectSpawnScene
2018-06-29 08:44:29 +00:00
vis2k
56a3bf05cd NetworkBehaviour.InvokeCommandDelegate 'IsInstanceOfType' comments added 2018-06-29 10:37:04 +02:00
Paul Pacheco
eff9287236 Simplify command invocation 2018-06-28 22:47:33 -05:00
Paul Pacheco
78d159d7da Properly reset scene gameobjects when we receive OnObjectSpawnScene 2018-06-28 19:05:20 -05:00
Paul Pacheco
8d4f6915d1 Make the logic simpler for ensuring the connection is ready 2018-06-28 08:50:13 -05:00
vis2k
ec7185ad49 Removed spaces 2018-06-28 14:46:19 +02:00
Paul Pacheco
056dc5c0c9 Merged in paulpach/hlapi-community-edition-lag/findlocal (pull request #18)
Simplify finding object
2018-06-28 12:38:59 +00:00
Paul Pacheco
35590bec44 Simpler find local object 2018-06-26 11:23:14 -05:00
Paul Pacheco
df0c183628 Merged in paulpach/hlapi-community-edition-lag/debugbuild2 (pull request #12)
Fixed debug build
2018-06-26 10:13:37 +00:00
vis2k
72ac13e74e NetworkClient.UpdateClients: remove null clients first, then update valid clients. Fixes a bug where if a client was removed, the next one would be skipped. 2018-06-26 12:09:04 +02:00
Paul Pacheco
6b97f04960 Fixed debug build 2018-06-24 09:45:41 -05:00
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
77057328c8 NetworkWriter.FinishMessage size check added to make sure that it fits into ushort 2018-06-22 09:32:19 +02:00
Paul Pacheco
9af7879da0 simplify fragmentation by using the new WriteBytesAndSize method 2018-06-22 09:32:19 +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
c81c670c95 ConnectionArray: syntax improved to simplify code 2018-06-22 09:32:19 +02:00
vis2k
b7d128ba73 ClientScene: syntax improved to simplify code 2018-06-22 09:32:19 +02:00
vis2k
0329ed787f ChannelBuffer: removed static NetworkWriter caching to simplify code 2018-06-22 09:32:19 +02:00
vis2k
cc9f08e178 LocalClient: removed static message caching 2018-06-22 09:32:19 +02:00
vis2k
efd5c6c1ff NetworkReader/NetworkWriter uses C#'s built in BitConverter for bytes to/from float/double conversion 2018-06-22 09:32:19 +02:00
vis2k
2c80d29350 NetworkReader.ReadString doesn't convert to char[] and then to string anymore, uses Encoding.GetString instead 2018-06-22 09:32:19 +02:00
vis2k
eb65e7fba0 NetworkReader static string buffer caching removed to simplify code 2018-06-22 09:32:19 +02:00
vis2k
458bbc0566 NetworkWriter static string buffer caching removed to simplify code 2018-06-22 09:32:19 +02:00
vis2k
9de07af7c9 NetworkLobbyManager.FindSlot changed to int so it can return '-1' for 'not found', which is more obvious than Byte.MaxValue 2018-06-22 09:32:19 +02:00
vis2k
3ac3790ee7 Removed all [Obsolete] code 2018-06-22 09:32:19 +02:00
vis2k
df67e85e50 NetworkLobbyManager: syntax improved to simplify code 2018-06-22 09:32:19 +02:00
vis2k
b571a60080 NetworkLobbyPlayer: removed pointless 'dirty' flag writing since it's always '1' anyway 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
049a73b5a8 NetworkProximityChecker: syntax improved to simplify code 2018-06-22 09:32:19 +02:00
vis2k
6504349fd9 SyncList: removed Obsolete functions 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
de1cadc709 NetworkScene: syntax improvements to simplify code 2018-06-22 09:32:19 +02:00
vis2k
a9d87b512e NetworkIdentity: removed static NetworkWriter caching to simplify code 2018-06-22 09:32:19 +02:00
vis2k
d8d3ee677e NetworkIdentity: syntax improvements to simplify code 2018-06-22 09:32:19 +02:00
vis2k
ebb0844bcc NetworkConnection: syntax improvements to simplify code 2018-06-22 09:32:19 +02:00
vis2k
5fd74c29ec NetworkClient: no more fixed error buffer size 2018-06-22 09:32:19 +02:00
vis2k
4bc0711a9d NetworkClient: syntax improvements to simplify code 2018-06-22 09:32:19 +02:00
vis2k
8a976f94a2 NetworkBehaviour: syntax improvements to simplify code 2018-06-22 09:32:19 +02:00
vis2k
9e8bde6e81 Messages: syntax improvements, removed some unnecessary casts, removed some unnecessary allocations in structs 2018-06-22 09:32:19 +02:00
vis2k
aff994a1b0 LocalClient: removed static message caching to simplify code and reduce state 2018-06-22 09:32:19 +02:00
vis2k
8a748281de LocalClient: List.AddRange used instead of manually copying all entries 2018-06-22 09:32:19 +02:00
vis2k
9f14fa37f8 ChannelPacket.SendToTransport error checking flow improved for shorter and easier understandable code 2018-06-22 09:32:19 +02:00
vis2k
183d1464d5 ChannelPacket: variables moved to the top of the file 2018-06-22 09:32:19 +02:00
vis2k
798afca9ec ChannelBuffer: removed static message caching to simplify code and reduce state 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
0c89e11c9f NetworkLobbyManager.OnValidate simplified by using Mathf.Clamp/Min/Max 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
db4fe1a0f9 NetworkWriter comment improved 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
1f2f874874 NetworkManager: removed static message caching to simplify code and reduce state 2018-06-22 09:32:19 +02:00
vis2k
734db6edfe NetworkLobbyManager: removed static message caching to simplify code and reduce state 2018-06-22 09:32:19 +02:00
vis2k
8e7095262f NetworkClient: removed static message caching to simplify code and reduce state 2018-06-22 09:32:19 +02:00
vis2k
8957af215c NetworkAnimator: removed static message caching to simplify code and reduce state 2018-06-22 09:32:19 +02:00
vis2k
0d175c2844 ClientScene: removed static message caching to simplify code and reduce state 2018-06-22 09:32:19 +02:00
vis2k
c64e849b1b NetworkProximityChecker: replaced SetVis with GetComponentsInChildren 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
b8a289ba49 ChannelBuffer MaxBufferedPackets log message fixed, logs proper max value now 2018-06-12 22:32:24 +02:00
vis2k
d976add1f8 NetworkIdentity.OnStartClient: isClient is set to true without checking if it's false 2018-06-12 22:32:04 +02:00
vis2k
3fe7e56ff5 NetworkIdentity.isServer simplified 2018-06-12 22:31:00 +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
7fd77a0e4b NetworkWriter.Position type changed from 'short' to 'int' to fix a bug where writing >32kb into NetworkWriter would result in negative .Position 2018-06-08 15:30:54 +02:00
vis2k
de27baa1b4 Applied HLAPI 2018.1 downwards compatible improvements 2018-06-08 14:23:59 +02:00
vis2k
b9e5f77a47 NetworkConnection.Disconnect doesn't clear the address so that it's still available in NetworkManager.OnServerDisconnect 2018-06-08 12:20:30 +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
877c5f6aa9 'Did not find target for sync message' warning improved with note that this might be completely normal 2018-06-08 12:06:04 +02:00
vis2k
5909cc6937 NetworkClient.IsValidIPV6 fixed 2018-06-08 12:04:37 +02:00
vis2k
04a4435a58 ObjectSpawnFinishedMessage state uses byte instead of uint to save bandwidth (it's always 0 or 1 anyway) 2018-06-08 12:03:22 +02:00
vis2k
b8d50da2fd ObjectSpawnMessage always read order changed and it always reads rotation now because it's always written too. 2018-06-08 11:56:00 +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
c41ca4d824 ConnectionArray list index access bug fixed where index == count would be allowed 2018-06-08 11:47:36 +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
d4eb84182d Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed. 2018-06-08 10:59:32 +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
9eabd22c19 NetworkConnection: IsSequencedQoS, IsReliableQoS made public for external use; IsUnreliableQoS added 2018-06-08 10:47:39 +02:00
vis2k
9980e5e713 OnSerializeSafely & OnDeserializeSafely, independent of sibling components and with detailed errors to avoid out of range exceptions if any one component failed or didn't read/write the expected amount 2018-06-08 10:45:24 +02:00
vis2k
a67508f624 [SyncVar] limit increased from 32 to 64 per component 2018-06-07 15:50:31 +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