vis2k
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dc9c29c8f7
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Abstract Transport layer + TelepathyTransport implementation
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2018-08-20 17:28:39 +02:00 |
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vis2k
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4c0dcf148e
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Removed old NetworkTransport comments
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2018-08-20 15:35:24 +02:00 |
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vis2k
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78702a1d44
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NetworkServer.HandleConnect assigns proper IPAddress to NetworkConnection now
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2018-08-20 15:07:21 +02:00 |
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vis2k
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d056bc4c1e
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NetworkServer.InternalUpdate doesn't need connectionId to int casts anymore
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2018-08-20 14:12:01 +02:00 |
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vis2k
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f8bfb2093d
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Updated Telepathy to latest version (IPAddress)
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2018-08-20 14:10:02 +02:00 |
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vis2k
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445e37aed1
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Updated Telepathy to latest version
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2018-08-20 12:53:01 +02:00 |
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vis2k
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f104699784
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NetworkManager.StartHost/StartServer use m_MaxConnections instead of extra parameter, because that's what it's for. NetworkServer.Listen has maxConnections parameter now.
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2018-08-20 10:31:04 +02:00 |
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vis2k
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b904220aa2
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NetworkManager.StartClient: removed redundant versions
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2018-08-20 10:27:09 +02:00 |
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vis2k
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09ee00de1d
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Updated Telepathy to latest version (maxConnections)
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2018-08-20 09:21:23 +02:00 |
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vis2k
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e7961e0e5b
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Updated Telepathy to latest version
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2018-08-20 08:44:55 +02:00 |
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vis2k
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b70fa177d1
|
Updated Telepathy to latest version. Fixes a bug where connect couldn't be called twice.
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2018-08-19 18:29:20 +02:00 |
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vis2k
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bafd9d1b28
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NetworkConnection.Disconnect: no need to check connected first
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2018-08-17 14:07:54 +02:00 |
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vis2k
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777232f5e0
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NetworkClient.m_clientConnectionId removed because it's not needed
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2018-08-17 14:07:54 +02:00 |
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vis2k
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0128210356
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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
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2018-08-17 14:07:54 +02:00 |
|
vis2k
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437fb06728
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Updated Telepathy to latest version
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2018-08-17 14:07:54 +02:00 |
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vis2k
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23acffbe12
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Updated Telepathy to latest version. Fixes the problem where disconnect wouldn't be realized on client if client connect failed
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2018-08-17 14:07:54 +02:00 |
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vis2k
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32e2f5f845
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Client/Server loops: removed log messages
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2018-08-17 14:07:54 +02:00 |
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vis2k
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1f2725376c
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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.
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2018-08-17 14:07:54 +02:00 |
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vis2k
|
4b8a168026
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Updated Telepathy to latest version
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2018-08-17 14:07:54 +02:00 |
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vis2k
|
baad970706
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Removed channels and configs everywhere
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2018-08-17 14:07:54 +02:00 |
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vis2k
|
89964d32a2
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RemoteEndPoint stuff removed
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2018-08-17 14:07:54 +02:00 |
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vis2k
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1c9744385c
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Removed NetworkDiscovery because Telepathy doesn't support it
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2018-08-17 14:07:54 +02:00 |
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vis2k
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699c379c3c
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Basic Telepathy integration
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2018-08-17 14:07:54 +02:00 |
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vis2k
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d3b537fc06
|
NetworkDetailStats removed because they only work while Unity's NetworkTransport layer is running
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2018-08-17 14:07:54 +02:00 |
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vis2k
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cca03d9d1d
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NetworkIdentity.AddObserver: added a better warning message if connectionId was already added
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2018-08-17 14:07:12 +02:00 |
|
Coburn
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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.
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2018-08-16 17:22:52 +02:00 |
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Paul Pacheco
|
24329b1ebe
|
Remove unused variable
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2018-08-10 07:42:31 -05:00 |
|
Paul Pacheco
|
97fe2331f1
|
Parenthesis is redundant
|
2018-08-10 07:41:18 -05:00 |
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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.
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2018-08-07 14:38:43 +02:00 |
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vis2k
|
d36b6d926d
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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.
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2018-08-07 14:35:25 +02:00 |
|
Paul Pacheco
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009fc251ae
|
Update issue templates
Describe how to upload a repro project
|
2018-08-06 20:06:23 -05:00 |
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Paul Pacheco
|
457c12dd2b
|
Update issue templates
Add template for feature request
|
2018-08-06 20:06:14 -05:00 |
|
Paul Pacheco
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b830d4cbf2
|
add issue template
Tell people what to put on bug reports
|
2018-08-06 20:06:05 -05:00 |
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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 |
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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 |
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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 |
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vis2k
|
f8618d216f
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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 |
|
vis2k
|
028a6c8e78
|
NetworkAnimator: removed NetworkWriter caching to reduce dependencies on NetworkWriter.SeekZero
|
2018-08-06 14:55:10 +02:00 |
|
vis2k
|
7751244048
|
NetworkManager greeting message updated from HLAPI Pro to HLAPI CE
|
2018-08-06 12:41:00 +02:00 |
|
vis2k
|
4384a7115a
|
Removed some unnecessary whitespaces
|
2018-08-06 12:40:31 +02:00 |
|
vis2k
|
9fb8b071c6
|
LocalConnections: removed redundant functions. no need to overwrite SendByChannel, as NetworkConnection.SendByChannel calls SendBytes anyway. Also removed NetworkServer.InvokeHandler since it's not needed anymore. InvokeBytes is the way to go.
|
2018-08-06 12:36:02 +02:00 |
|
Paul Pacheco
|
8f44c9aabb
|
Fix #11, clear dirty bits only during synchronization, not during spawn (#12)
|
2018-08-04 15:50:59 +02:00 |
|
Paul Pacheco
|
29bcd247fe
|
Merge pull request #14 from Lymdun/patch-2
Fix discord invite (other branches)
|
2018-08-04 08:07:00 -05:00 |
|
Lymdun
|
7d3cd6c3c3
|
Fix discord invite (other branches)
|
2018-08-04 15:03:53 +02:00 |
|