Commit Graph

20 Commits

Author SHA1 Message Date
vis2k
27f5717b70 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. 2018-07-19 17:46:42 +02:00
vis2k
498433e124 Network Simulator support removed because the feature was confirmed to be broken by UNET Developers, it never worked 2018-07-19 11:48:48 +02:00
Paul Pacheco
658f733390 Clean warnings 2018-07-18 07:52:43 -05:00
vis2k
5002d2d281 NetworkManagerEditor: removed crc, fragmentation, maxpacketsize since it's not needed anymore; NetworkManager: improved comments for those fields 2018-07-18 14:05:30 +02:00
vis2k
89d45e1e1b 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. 2018-07-17 23:23:06 +02:00
vis2k
368543b734 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. 2018-07-17 22:28:31 +02:00
vis2k
ffa6e4e2ea 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. 2018-07-17 22:06:26 +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
32d780f02f NetworkManager: syntax improvements to simplify code 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
dd6f47a82d LogFilter: removed redundant log level definitions 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
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
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
e505cbd5f4 Fixed: ServerDisconnected due to error: Timeout. Also improved log messages to make more sense. 2018-06-08 11:02:24 +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
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