Commit Graph

8650 Commits

Author SHA1 Message Date
vis2k
6a6f942f7f LLAPITransport.ClientConnect: changed AddHost(topology) to AddHost(topology, 0) so it works in standalone AND webgl 2018-08-22 15:06:11 +02:00
vis2k
aa2c004615 TransportLayers renamed to Transport and Transport.cs moved into it 2018-08-22 13:21:32 +02:00
vis2k
150d4d5aac TransportLayers/LLAPITransport added in case someone wants to use UNET's original LLAPI. Also prepares for websockets. 2018-08-22 13:04:52 +02:00
vis2k
3d2f541cbe NetworkServer.Listen passes "127.0.0.1" instead of 'null' for ip 2018-08-22 13:04:08 +02:00
vis2k
a2579dc7a8 Transport.ServerStartWebsockets wrapper 2018-08-20 18:30:47 +02:00
vis2k
8c5dd5c332 TelepathyTransport constructor: warning changed to regular log 2018-08-20 17:56:03 +02:00
vis2k
b1360d973c TelepathyTransport layer moved into TransportLayers folder 2018-08-20 17:55:38 +02:00
vis2k
dc9c29c8f7 Abstract Transport layer + TelepathyTransport implementation 2018-08-20 17:28:39 +02:00
vis2k
4c0dcf148e Removed old NetworkTransport comments 2018-08-20 15:35:24 +02:00
vis2k
78702a1d44 NetworkServer.HandleConnect assigns proper IPAddress to NetworkConnection now 2018-08-20 15:07:21 +02:00
vis2k
d056bc4c1e NetworkServer.InternalUpdate doesn't need connectionId to int casts anymore 2018-08-20 14:12:01 +02:00
vis2k
f8bfb2093d Updated Telepathy to latest version (IPAddress) 2018-08-20 14:10:02 +02:00
vis2k
445e37aed1 Updated Telepathy to latest version 2018-08-20 12:53:01 +02:00
vis2k
f104699784 NetworkManager.StartHost/StartServer use m_MaxConnections instead of extra parameter, because that's what it's for. NetworkServer.Listen has maxConnections parameter now. 2018-08-20 10:31:04 +02:00
vis2k
b904220aa2 NetworkManager.StartClient: removed redundant versions 2018-08-20 10:27:09 +02:00
vis2k
09ee00de1d Updated Telepathy to latest version (maxConnections) 2018-08-20 09:21:23 +02:00
vis2k
e7961e0e5b Updated Telepathy to latest version 2018-08-20 08:44:55 +02:00
vis2k
b70fa177d1 Updated Telepathy to latest version. Fixes a bug where connect couldn't be called twice. 2018-08-19 18:29:20 +02:00
vis2k
bafd9d1b28 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. 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
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