Commit Graph

1064 Commits

Author SHA1 Message Date
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
vis2k
6c32dd561d Syntax 2019-01-16 15:07:02 +01:00
vis2k
f95f127ed1 Syntax 2019-01-16 15:05:57 +01:00
vis2k
7e8c330475 SendToReady: removed context==null case where it would send to all ready connections. We never call it with null internally, and no one would assume to pass null there externally. Use SendToAll instead, or if needed we can add SendToAllReady in the future. 2019-01-16 14:49:23 +01:00
vis2k
32f77e41d4 NetworkServer.SendToReady uses NetworkIdentity to avoid two GetComponent calls per SendToReady: one for the old GetComponent<NetworkIdentity>, one for the callers which always used .gameObject before. 2019-01-16 14:47:38 +01:00
vis2k
dc9d12b67d Rename 'uv' to 'identity' 2019-01-16 12:15:45 +01:00
vis2k
59dd73b0f1 NetworkIdentity: no need to wrap the dict as property 2019-01-16 12:12:29 +01:00
vis2k
80ac56a23f Add comment 2019-01-16 12:09:30 +01:00
vis2k
63ac60a38c UNetUpdate: check observers==null because the rest of the code does that too at the moment 2019-01-16 12:09:01 +01:00
vis2k
70f1fe8c5b NetworkIdentity: move update methods next to each other 2019-01-16 12:08:37 +01:00
Paul Pacheco
f32ac7dfe6 Don't serialize the object if there are no observers (#300) 2019-01-16 12:07:59 +01:00
Paul Pacheco
4a8d780718 Do not pollute default namespace with examples 2019-01-15 17:44:17 -06:00
Paul Pacheco
9f06a5b55b Minimum Mirror example 2019-01-15 17:35:53 -06:00
vis2k
76a1407c42 MonoBehaviourProcessor: better variable naming 2019-01-16 00:16:02 +01:00
vis2k
7c1eaf7363 Use actual type 2019-01-16 00:15:36 +01:00
vis2k
0710ce8b8d Syntax 2019-01-16 00:14:25 +01:00
vis2k
0e344d7b3b Syntax 2019-01-16 00:13:31 +01:00
vis2k
1ad865e367 Syntax 2019-01-16 00:10:20 +01:00
vis2k
10ee102399 Fix comment typo 2019-01-16 00:09:43 +01:00
vis2k
4a1129d572 Syntax 2019-01-16 00:08:11 +01:00
vis2k
3fc094ae5d Use actual type 2019-01-16 00:06:43 +01:00
vis2k
324f277724 fix comment typo 2019-01-16 00:06:05 +01:00
vis2k
5633c63029 Helpers: use actual types 2019-01-16 00:04:48 +01:00
vis2k
6271acaec0 Fix comment typos 2019-01-15 23:52:24 +01:00
vis2k
9df0f0526d Better variable names 2019-01-15 23:51:38 +01:00
vis2k
40ea1cfec6 Fix typo 2019-01-15 23:50:55 +01:00
vis2k
7a73bf4d01 Use actual types 2019-01-15 23:49:45 +01:00
vis2k
f57b58a83e Sort modifiers 2019-01-15 23:33:28 +01:00
vis2k
7161126e67 GetReadFunc: use actual types. less magic. 2019-01-15 23:32:20 +01:00
vis2k
2def424a8a GetWriteFunc: use actual types so it's more obvious 2019-01-15 23:31:14 +01:00
vis2k
f816c8f8e0 Sort modifieds 2019-01-15 23:29:41 +01:00
vis2k
a5c0d3fafb Add a comment 2019-01-15 22:09:48 +01:00
Robin Rolf
c4f8b4eb8c Reduce garbage in IsDirty (#290)
* Reduce garbage & Improve performance in NetworkBehaviour.IsDirty

* Update NetworkBehaviour.cs

* Update NetworkBehaviour.cs
2019-01-15 22:07:58 +01:00
vis2k
745233ca99 NetworkAnimator uses parameters array instead of 6 param values 2019-01-15 22:04:31 +01:00
vis2k
3fe93cbe44
Deprecate FindLocalObject. no need to have it in clientscene and networkserver when there is NetworkIdentity.spawned already in one place. (#295) 2019-01-15 21:43:55 +01:00
Ed
c02c852be5 Issue #280 fix (#281) 2019-01-15 21:37:47 +01:00
vis2k
b4fa6f262c NetworkServer.DestroyPlayerForConnection uses NetworkIdentity.spawned instead of FindLocalObject 2019-01-15 16:52:36 +01:00
vis2k
9c672647a2 NetworkConnection.Dispose uses NetworkIdentity.spawned instead of FindLocalObject. Improves performance by avoiding one .gameObject call and one .GetComponent call. 2019-01-15 16:45:48 +01:00
vis2k
b9dca9c5aa NetworkConnection: use actual type instead of var so it's more obvious 2019-01-15 16:44:00 +01:00
vis2k
e1647d766d NetworkReader.ReadTransform uses NetworkIdentity.spawned instead of FindLocalObject 2019-01-15 16:43:14 +01:00
vis2k
434b778aa9 Weaver: removed findLocalObjectReference because it's not needed anymore. 2019-01-15 16:41:03 +01:00
vis2k
c96f44f73f Add a comment 2019-01-15 16:39:09 +01:00
vis2k
695d56af5f replacedEvents and replacementEvents combined into one replaceEvents dictionary. simplifies code and faster lookups. 2019-01-15 16:29:17 +01:00
vis2k
f10ca145b6 replacedMethods and replacementMethods combined into one replaceMethods Dictionary. Simplifies code and significantly speeds up weave time. uMMORPG script reload time in editor before: 7.6s, after: 5.75s (25% improvement). 2019-01-15 16:25:27 +01:00