vis2k
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a9d87b512e
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NetworkIdentity: removed static NetworkWriter caching to simplify code
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2018-06-22 09:32:19 +02:00 |
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vis2k
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d8d3ee677e
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NetworkIdentity: syntax improvements to simplify code
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2018-06-22 09:32:19 +02:00 |
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vis2k
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ebb0844bcc
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NetworkConnection: syntax improvements to simplify code
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2018-06-22 09:32:19 +02:00 |
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vis2k
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5fd74c29ec
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NetworkClient: no more fixed error buffer size
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2018-06-22 09:32:19 +02:00 |
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vis2k
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4bc0711a9d
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NetworkClient: syntax improvements to simplify code
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2018-06-22 09:32:19 +02:00 |
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vis2k
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8a976f94a2
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NetworkBehaviour: syntax improvements to simplify code
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2018-06-22 09:32:19 +02:00 |
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vis2k
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9e8bde6e81
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Messages: syntax improvements, removed some unnecessary casts, removed some unnecessary allocations in structs
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2018-06-22 09:32:19 +02:00 |
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vis2k
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aff994a1b0
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LocalClient: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
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8a748281de
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LocalClient: List.AddRange used instead of manually copying all entries
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2018-06-22 09:32:19 +02:00 |
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vis2k
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9f14fa37f8
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ChannelPacket.SendToTransport error checking flow improved for shorter and easier understandable code
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2018-06-22 09:32:19 +02:00 |
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vis2k
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183d1464d5
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ChannelPacket: variables moved to the top of the file
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2018-06-22 09:32:19 +02:00 |
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vis2k
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798afca9ec
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ChannelBuffer: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
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d1e53f5811
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NetworkLobbyManager.OnValidate simplified by using Mathf.Clamp
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2018-06-22 09:32:19 +02:00 |
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vis2k
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0c89e11c9f
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NetworkLobbyManager.OnValidate simplified by using Mathf.Clamp/Min/Max
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2018-06-22 09:32:19 +02:00 |
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vis2k
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dd6f47a82d
|
LogFilter: removed redundant log level definitions
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2018-06-22 09:32:19 +02:00 |
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vis2k
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db4fe1a0f9
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NetworkWriter comment improved
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2018-06-22 09:32:19 +02:00 |
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vis2k
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d8dc0b829b
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NetworkServer: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
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1f2f874874
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NetworkManager: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
|
734db6edfe
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NetworkLobbyManager: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
|
8e7095262f
|
NetworkClient: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
|
8957af215c
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NetworkAnimator: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
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0d175c2844
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ClientScene: removed static message caching to simplify code and reduce state
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2018-06-22 09:32:19 +02:00 |
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vis2k
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c64e849b1b
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NetworkProximityChecker: replaced SetVis with GetComponentsInChildren
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2018-06-22 09:32:19 +02:00 |
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vis2k
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ae611cf82c
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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
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2018-06-13 11:24:41 +02:00 |
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vis2k
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be9efea78c
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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
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2018-06-12 22:35:36 +02:00 |
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vis2k
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b8a289ba49
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ChannelBuffer MaxBufferedPackets log message fixed, logs proper max value now
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2018-06-12 22:32:24 +02:00 |
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vis2k
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d976add1f8
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NetworkIdentity.OnStartClient: isClient is set to true without checking if it's false
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2018-06-12 22:32:04 +02:00 |
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vis2k
|
3fe7e56ff5
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NetworkIdentity.isServer simplified
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2018-06-12 22:31:00 +02:00 |
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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.
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2018-06-08 16:31:31 +02:00 |
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vis2k
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7fd77a0e4b
|
NetworkWriter.Position type changed from 'short' to 'int' to fix a bug where writing >32kb into NetworkWriter would result in negative .Position
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2018-06-08 15:30:54 +02:00 |
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vis2k
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de27baa1b4
|
Applied HLAPI 2018.1 downwards compatible improvements
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2018-06-08 14:23:59 +02:00 |
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vis2k
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b9e5f77a47
|
NetworkConnection.Disconnect doesn't clear the address so that it's still available in NetworkManager.OnServerDisconnect
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2018-06-08 12:20:30 +02:00 |
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vis2k
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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.
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2018-06-08 12:18:56 +02:00 |
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vis2k
|
877c5f6aa9
|
'Did not find target for sync message' warning improved with note that this might be completely normal
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2018-06-08 12:06:04 +02:00 |
|
vis2k
|
5909cc6937
|
NetworkClient.IsValidIPV6 fixed
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2018-06-08 12:04:37 +02:00 |
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vis2k
|
04a4435a58
|
ObjectSpawnFinishedMessage state uses byte instead of uint to save bandwidth (it's always 0 or 1 anyway)
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2018-06-08 12:03:22 +02:00 |
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vis2k
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b8d50da2fd
|
ObjectSpawnMessage always read order changed and it always reads rotation now because it's always written too.
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2018-06-08 11:56:00 +02:00 |
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vis2k
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d1b8181db1
|
Messages: ErrorMessage value changed from int to byte because that's what NetworkServer actually uses. Also saves bandwidth.
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2018-06-08 11:52:39 +02:00 |
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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 |
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vis2k
|
d4eb84182d
|
Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed.
|
2018-06-08 10:59:32 +02:00 |
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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 |
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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 |
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