vis2k
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d3b537fc06
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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 |
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Paul Pacheco
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8f44c9aabb
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Fix #11, clear dirty bits only during synchronization, not during spawn (#12)
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2018-08-04 15:50:59 +02:00 |
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vis2k
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14fcafda0c
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NetworkIdentity.UNetUpdate uses UpdateVarsMessage to reduce depencies on SendBytes
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2018-07-26 20:30:47 +02:00 |
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Paul Pacheco
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ec92854058
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Separate dirtiness and network channel. These are independent of each other
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2018-07-23 09:46:32 -05:00 |
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vis2k
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9e4f074bca
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NetworkIdentity.OnSerializeAll/OnDeserializeAll uses a dirtyComponents bitmask so only the dirty ones are serialized and send over the network. NetworkIdentity.UNetUpdate uses new OnSerializeAll function. Previously UNetUpdate would serialize all components for all channels if any of the components for a given channelId was dirty. For 2 channels, UNetUpdate would serialize all components twice, for 3 channels it would serialize all components three times, etc. And instead of only serializing the dirty components, any one dirty component would cause serialization of all components in that channel. So for example, NetworkTime synchronization would trigger OnSerialize to be called for movement, health, etc. too. Not serializing everything for each channel should cut Bandwidth in half for most projects that use the regular Reliable/Unreliable channels. Only serializing the actual dirty components should reduce bandwidth even further.
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2018-07-22 12:52:42 +02:00 |
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vis2k
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53bf414ff7
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NetworkIdentity.UNetSerializeAllVars removed. NetworkServer.SendSpawnMessage uses OnSerializeAllSafely instead.
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2018-07-22 12:52:42 +02:00 |
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vis2k
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2b06bcf5c0
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NetworkIdentity: OnSerializeAllSafely/OnSerializeSafely/OnDeserializeAllSafely/OnDeserializeSafely (split into 'all' and 'one' components functions)
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2018-07-22 12:52:42 +02:00 |
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vis2k
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9227eacbbf
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NetworkIdentity.UNetUpdate: component serialization size check moved to OnSerializeSafely so that it happens for both calling functions (UNetSerializeAllVars and UNetUpdate). Also simplifies UNetUpdate code and removes dependency on NetworkWriter.Position.
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2018-07-21 15:38:53 +02:00 |
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vis2k
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b76680dfda
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NetworkIdentity.UNetUpdate: 'is any component with this channel dirty' code simplified
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2018-07-21 15:38:53 +02:00 |
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vis2k
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fc4080535b
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SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead.
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2018-07-20 12:42:39 +02:00 |
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vis2k
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ee2d0373eb
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UNetwork.MsgType converted to Enum. Easier + faster string conversion and more flexible code.
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2018-07-19 21:03:00 +02:00 |
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vis2k
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dc10b8f9d6
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NetworkHash128 simplified and comments added
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2018-07-16 15:24:24 +02:00 |
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Paul Pacheco
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a6b62f1608
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Simplify authority assignment
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2018-07-03 07:35:09 -05:00 |
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vis2k
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59cc34eaa8
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NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code.
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2018-06-22 20:34:35 +02:00 |
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vis2k
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3a3f4267d5
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NetworkServer.localConnections and localConnectionsFakeList replaced with .localConnection. The old lists were only for downwards compatibility, HLAPI didn't even use local connection lists anymore - it always contained only the m_localConnection entry.
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2018-06-22 12:14:41 +02:00 |
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vis2k
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0a34efbaf4
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NetworkReader/Writer use C#'s built in BinaryReader/Writer; removed NetworkBuffer; removed redundant .AsArray()/AsArraySegment() functions; removed unnecessary constructors
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2018-06-22 09:32:19 +02:00 |
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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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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
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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
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7fd77a0e4b
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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
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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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9980e5e713
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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
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2018-06-08 10:45:24 +02:00 |
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vis2k
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1e77e191b3
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HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4)
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2018-06-07 15:41:08 +02:00 |
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