Commit Graph

20 Commits

Author SHA1 Message Date
vis2k
3ceebaec78 SyncList uses SyncListMessage to reduce dependencies on SendBytes 2018-07-26 21:07:34 +02:00
vis2k
14fcafda0c NetworkIdentity.UNetUpdate uses UpdateVarsMessage to reduce depencies on SendBytes 2018-07-26 20:30:47 +02:00
vis2k
2b54665915 Weaver SyncEvent code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendEventInternal, where the message is properly constructed. Reduces dependencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated. 2018-07-26 20:09:51 +02:00
vis2k
1097d000ff Weaver Rpc code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendRPCInternal, where the message is properly constructed. Reduces dependencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated. 2018-07-26 19:15:42 +02:00
vis2k
2dd907fb28 MsgType.ObjectSpawn renamed to SpawnPrefab, ObjectSpawnScene renamed to SpawnSceneObject. Messages.ObjectSpawnMessage renamed to SpawnPrefabMessage, etc. to make it perfectly clear what the messages do in order to avoid any confusion. 2018-07-20 16:37:05 +02:00
vis2k
ee2d0373eb UNetwork.MsgType converted to Enum. Easier + faster string conversion and more flexible code. 2018-07-19 21:03:00 +02:00
vis2k
7cea90460f NetworkMessageHandlers class removed because it was just a wrapper around a Dictionary with the added bonus of not allowing us to overwrite internal message handlers from the outside, which sucks. NetworkClient, NetworkServer, NetworkConnection all use a simple Dictionary now. 2018-07-19 20:48:37 +02:00
vis2k
bdbafacbcb ClientScene: removed GetPlayerController function because it wasn't used anywhere and it was internal, hence couldn't be used in any project either. 2018-07-19 11:31:44 +02:00
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
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
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
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
b7d128ba73 ClientScene: syntax improved to simplify code 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
de27baa1b4 Applied HLAPI 2018.1 downwards compatible improvements 2018-06-08 14:23:59 +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
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