Commit Graph

1007 Commits

Author SHA1 Message Date
vis2k
b3eb092878 NetworkTransformBase: remove unnecessary connectionToServer check 2019-01-22 16:34:12 +01:00
vis2k
98b786514c Telepathy updated to latest version (performance improvements under heavy load) 2019-01-22 15:45:10 +01:00
Chris Langsenkamp
27fd9b3ada Change Contributing Link 2019-01-21 21:34:54 -06:00
Chris Langsenkamp
e99a1be951 Fixed case of SyncListSTRUCT 2019-01-21 16:35:11 -06:00
vis2k
e969fcf26c More #if fixes (again) 2019-01-21 14:38:53 +01:00
MichalPetryka
632cb1b483 Add obj to gitignore (#322) 2019-01-20 17:21:16 +01:00
petris
15c5926041 Fix #if 2019-01-20 09:28:17 -06:00
vis2k
3396e56133 Telepathy updated to latest version (Stop always returns and .Active is definitely false afterwards) 2019-01-20 14:26:24 +01:00
Chris Langsenkamp
44902ac49e Remove navigation to Contributions
Part of removing the redundant Contributions page in docs - no point in having two of them.
2019-01-19 14:57:38 -06:00
Chris Langsenkamp
786a04880a Delete Contributions.md
Removing the redundant Contributions page in docs - no point in having two of them.
2019-01-19 14:57:23 -06:00
Paul Pacheco
55c8ea497f
Document coding convention 2019-01-19 09:07:12 -06:00
vis2k
12f0ba6a64 NetworkTransformBase: fix interpolation being applied to a client's object that he had authority over. fixes #273 2019-01-18 17:50:43 +01:00
vis2k
1b90647f72 Pong: only simulate ball physics on server. Fixes #304 2019-01-18 17:34:59 +01:00
vis2k
32ed3cb540 Pong: Use OnStartServer instead of Server and ServerCallback 2019-01-18 17:32:03 +01:00
vis2k
c975d87310 Syntax 2019-01-18 17:30:30 +01:00
vis2k
4e6d44f3f7 Fix typo 2019-01-18 17:30:15 +01:00
Paul Pacheco
4b6a5ba7fb
update branch suggestions 2019-01-18 08:57:02 -06:00
vis2k
c0b2a74c11 Move NetworkReader.ReadMessage to the actual ReadMessage function 2019-01-18 13:09:58 +01:00
vis2k
ce8ede3db3
OnServerAddPlayer uses NetworkMessage parameter instead of NetworkReader. Removes last dependency on NetworkReader.ReadMessage (#307) 2019-01-18 13:08:19 +01:00
vis2k
183afac99a
move startOnHeadless to NetworkManager (#309) 2019-01-18 13:04:05 +01:00
vis2k
904535409d Updated Telepathy to latest version (big endian headers) 2019-01-18 13:00:13 +01:00
vis2k
1c83c74da0
Transport components (#308)
* Convert Transport to component; remove websockets property

* Improve warning

* Automatically add default Transport if needed

* Added Transports to scenes

* Move port to Transport

* Detected too late

* Interface

* Virtual transport property just in case

* HUD shows transport.tostring

* LLAPITransport UseWebsockets option

* Remove bindToIp and ServerStart(ip) parameter. let transport handle it if needed.

* TelepathyTransport.ToString

* Remove unused function

* LLAPITransport.ToString

* Don't duplicate ports

remote endpoint already has the port.
If you have ipv6, it will show like this:
```[::]:7777```
[::] is localhost in IPv6

If you have ipv4, it will show like this:
```127.0.0.1:7777```

* Removed unused labels

* Syntax

* Updated Telepathy to latest version

* localendpoint
2019-01-17 18:14:05 +01:00
vis2k
4cf35eb9cd Updated Telepathy to latest version 2019-01-17 18:02:44 +01:00
Paul Pacheco
d8bcbe0c62 Start on Headless is optional 2019-01-16 23:13:05 -06:00
vis2k
0ef7bc2c5a Revert NetworkClient.UpdateClients foreach because it causes an InvalidOperationException when stopping the client. 2019-01-17 01:21:33 +01:00
vis2k
6738d95b28 NetworkConnection: removed unused imports 2019-01-16 22:24:25 +01:00
vis2k
123dbe8cd8 NetworkBehaviour: remove unnecessary 'private' modifiers 2019-01-16 22:23:22 +01:00
vis2k
8844616c33 LocalClient: remove unnecessary 'private' modifiers 2019-01-16 22:17:23 +01:00
vis2k
4ece68d053 OnObjectSpawnFinished message split into OnObjectSpawnStarted + OnObjectSpawnFinished. Saves 2 bytes of bandwidth per client spawn, and makes the code more obvious. 2019-01-16 22:10:08 +01:00
vis2k
7e9ed33448 Use actual type 2019-01-16 22:01:39 +01:00
vis2k
6cea00db0e Use actual type 2019-01-16 22:00:04 +01:00
vis2k
663dedff81 Use foreach 2019-01-16 21:59:13 +01:00
vis2k
6104d5bafe Use actual types 2019-01-16 21:55:24 +01:00
vis2k
c95fc2bf23 Use foreach instead of for-int 2019-01-16 21:52:53 +01:00
vis2k
edd8f99059 Remove unused imports 2019-01-16 21:49:11 +01:00
vis2k
28539c9d2f NetworkClient: m_MessageHandlers made public and renamed to handlers. No need to have a separate property, it can't be nulled anyway. 2019-01-16 21:48:44 +01:00
vis2k
76bd13c789 Changed Boolean to bool 2019-01-16 21:45:15 +01:00
vis2k
03f0355359 DestroyObject moved next to Destroy 2019-01-16 21:38:03 +01:00
vis2k
b2ab752bc0 DestroyObject moved into Destroy. No need to have an internal version anymore because no one can override Destroy anymore. 2019-01-16 20:51:15 +01:00
vis2k
cdd4948eb8 UnSpawnObject moved into UnSpawn because that's the only function that calls it anyway 2019-01-16 20:49:03 +01:00
vis2k
9891916ba0 UnSpawnObject moved into UnSpawn because that's the only function that called it anyway 2019-01-16 20:46:43 +01:00
vis2k
c6cf8aad02 InternalAddPlayerForConnection: call GetCOmponent directly 2019-01-16 20:43:06 +01:00
vis2k
892d894d0f InternalReplacePlayerForConnection: call GetComponent directly. 2019-01-16 20:42:31 +01:00
vis2k
7d439f0c20 SpawnObject: call GetComponent directly 2019-01-16 20:40:41 +01:00
vis2k
bd12048bd9 Update error message 2019-01-16 20:34:19 +01:00
vis2k
297c2974bd NetworkServer.SendToClientOfPlayer uses NetworkIdentity now too 2019-01-16 20:32:30 +01:00
vis2k
5774f725c6 Make NetworkServer fully static. sealed not needed anymore then either. 2019-01-16 20:24:45 +01:00
vis2k
8fe142c1a7 SendToAll: change syntax for consistency with SendToRead/SendToObservers 2019-01-16 19:44:19 +01:00
vis2k
f7fbbee8d1 OnDeserializeSafely: check that correct amount of bytes was read 2019-01-16 19:25:43 +01:00
vis2k
6688bc39c8 SendToObservers uses NetworkIdentity parameter now too 2019-01-16 15:15:56 +01:00