Paul Pacheco
|
bb605930ea
|
Test packed UInt64
|
2018-07-17 07:22:46 -05:00 |
|
Paul Pacheco
|
6581497e0c
|
Test WritePackedUInt32
|
2018-07-17 07:15:14 -05:00 |
|
vis2k
|
ffab181ea2
|
Messages: removed Peer messages because they aren't used anymore after removing the Host Migration feature
|
2018-07-16 21:22:17 +02:00 |
|
vis2k
|
7c3ce78cb4
|
NetworkServer.SendToReady/SendUnreliableToReady reuse SendByChannelToReady function; also uses consistent null checks and return values for all now.
|
2018-07-16 20:17:20 +02:00 |
|
vis2k
|
6f667ee2c8
|
NetworkServer.SendToAll/SendUnreliableToAll reuse SendByChannelToAll function
|
2018-07-16 20:10:43 +02:00 |
|
vis2k
|
225c7955cd
|
NetworkClient.Send/SendUnreliable reuse SendByChannel function
|
2018-07-16 20:01:20 +02:00 |
|
vis2k
|
99784f58d9
|
NetworkHash128 tests added
|
2018-07-16 15:50:55 +02:00 |
|
vis2k
|
0cc23e411b
|
NetworkHash128: fixed missing ) in comment
|
2018-07-16 15:49:13 +02:00 |
|
vis2k
|
6db02511cd
|
NetworkHash128 tests added
|
2018-07-16 15:25:56 +02:00 |
|
vis2k
|
dc10b8f9d6
|
NetworkHash128 simplified and comments added
|
2018-07-16 15:24:24 +02:00 |
|
Paul Pacheco
|
e03c6c0dd1
|
Add code coverage report
|
2018-07-15 14:12:59 -05:00 |
|
Paul Pacheco
|
7e1505d8ac
|
Set up unit test project
|
2018-07-15 13:15:06 -05:00 |
|
vis2k
|
5a20083536
|
NetworkServer.s_sync removed because it's not needed anymore
|
2018-07-15 12:37:24 +02:00 |
|
Paul Pacheco
|
0022da41d4
|
Merged in paulpach/hlapi-community-edition-lag/conditional (pull request #25)
Simplify authority assignment
|
2018-07-09 10:30:25 +00:00 |
|
Paul Pacheco
|
2ea1a9ef2d
|
Merged in paulpach/hlapi-community-edition-lag/simpleready (pull request #21)
Make the logic simpler for ensuring the connection is ready
|
2018-07-03 17:21:07 +00:00 |
|
Paul Pacheco
|
a6b62f1608
|
Simplify authority assignment
|
2018-07-03 07:35:09 -05:00 |
|
Paul Pacheco
|
d3f23f7f04
|
Merged in paulpach/hlapi-community-edition-lag/reset2 (pull request #22)
Properly reset scene gameobjects when we receive OnObjectSpawnScene
|
2018-06-29 08:44:29 +00:00 |
|
vis2k
|
56a3bf05cd
|
NetworkBehaviour.InvokeCommandDelegate 'IsInstanceOfType' comments added
|
2018-06-29 10:37:04 +02:00 |
|
Paul Pacheco
|
eff9287236
|
Simplify command invocation
|
2018-06-28 22:47:33 -05:00 |
|
Paul Pacheco
|
78d159d7da
|
Properly reset scene gameobjects when we receive OnObjectSpawnScene
|
2018-06-28 19:05:20 -05:00 |
|
Paul Pacheco
|
8d4f6915d1
|
Make the logic simpler for ensuring the connection is ready
|
2018-06-28 08:50:13 -05:00 |
|
vis2k
|
ec7185ad49
|
Removed spaces
|
2018-06-28 14:46:19 +02:00 |
|
Paul Pacheco
|
056dc5c0c9
|
Merged in paulpach/hlapi-community-edition-lag/findlocal (pull request #18)
Simplify finding object
|
2018-06-28 12:38:59 +00:00 |
|
Paul Pacheco
|
35590bec44
|
Simpler find local object
|
2018-06-26 11:23:14 -05:00 |
|
Paul Pacheco
|
df0c183628
|
Merged in paulpach/hlapi-community-edition-lag/debugbuild2 (pull request #12)
Fixed debug build
|
2018-06-26 10:13:37 +00:00 |
|
vis2k
|
72ac13e74e
|
NetworkClient.UpdateClients: remove null clients first, then update valid clients. Fixes a bug where if a client was removed, the next one would be skipped.
|
2018-06-26 12:09:04 +02:00 |
|
Paul Pacheco
|
bc20d2cbe9
|
Simplify Network Discovery Initializing
|
2018-06-24 10:53:38 -05:00 |
|
Paul Pacheco
|
6b97f04960
|
Fixed debug build
|
2018-06-24 09:45:41 -05:00 |
|
vis2k
|
59cc34eaa8
|
NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code.
|
2018-06-22 20:34:35 +02:00 |
|
vis2k
|
c86f2618a8
|
NetworkServerSimple removed again to greatly reduce complexity.
|
2018-06-22 20:01:27 +02:00 |
|
vis2k
|
11845a9b04
|
NetworkServer.InternalUpdate always calls UpdateConnections, so we can remove it from NetworkServerSimple.Update and we can remove the dontListen check.
|
2018-06-22 14:08:32 +02:00 |
|
vis2k
|
3a3f4267d5
|
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.
|
2018-06-22 12:14:41 +02:00 |
|
vis2k
|
77057328c8
|
NetworkWriter.FinishMessage size check added to make sure that it fits into ushort
|
2018-06-22 09:32:19 +02:00 |
|
Paul Pacheco
|
9af7879da0
|
simplify fragmentation by using the new WriteBytesAndSize method
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
3047539600
|
Removed UNET_HOST_MIGRATION code (wasn't stable and hosting on other people's computers never works well anyway)
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
0a34efbaf4
|
NetworkReader/Writer use C#'s built in BinaryReader/Writer; removed NetworkBuffer; removed redundant .AsArray()/AsArraySegment() functions; removed unnecessary constructors
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
c81c670c95
|
ConnectionArray: syntax improved to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
b7d128ba73
|
ClientScene: syntax improved to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
0329ed787f
|
ChannelBuffer: removed static NetworkWriter caching to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
cc9f08e178
|
LocalClient: removed static message caching
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
efd5c6c1ff
|
NetworkReader/NetworkWriter uses C#'s built in BitConverter for bytes to/from float/double conversion
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
2c80d29350
|
NetworkReader.ReadString doesn't convert to char[] and then to string anymore, uses Encoding.GetString instead
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
eb65e7fba0
|
NetworkReader static string buffer caching removed to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
458bbc0566
|
NetworkWriter static string buffer caching removed to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
9de07af7c9
|
NetworkLobbyManager.FindSlot changed to int so it can return '-1' for 'not found', which is more obvious than Byte.MaxValue
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
3ac3790ee7
|
Removed all [Obsolete] code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
df67e85e50
|
NetworkLobbyManager: syntax improved to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
b571a60080
|
NetworkLobbyPlayer: removed pointless 'dirty' flag writing since it's always '1' anyway
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
32d780f02f
|
NetworkManager: syntax improvements to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
049a73b5a8
|
NetworkProximityChecker: syntax improved to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
6504349fd9
|
SyncList: removed Obsolete functions
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
7756f75ff1
|
NetworkServer: syntax improved to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
62399b4267
|
NetworkServer: removed removeList caching to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
de1cadc709
|
NetworkScene: syntax improvements to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
a9d87b512e
|
NetworkIdentity: removed static NetworkWriter caching to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
d8d3ee677e
|
NetworkIdentity: syntax improvements to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
ebb0844bcc
|
NetworkConnection: syntax improvements to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
5fd74c29ec
|
NetworkClient: no more fixed error buffer size
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
4bc0711a9d
|
NetworkClient: syntax improvements to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
8a976f94a2
|
NetworkBehaviour: syntax improvements to simplify code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
9e8bde6e81
|
Messages: syntax improvements, removed some unnecessary casts, removed some unnecessary allocations in structs
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
aff994a1b0
|
LocalClient: removed static message caching to simplify code and reduce state
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
8a748281de
|
LocalClient: List.AddRange used instead of manually copying all entries
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
9f14fa37f8
|
ChannelPacket.SendToTransport error checking flow improved for shorter and easier understandable code
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
183d1464d5
|
ChannelPacket: variables moved to the top of the file
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
798afca9ec
|
ChannelBuffer: removed static message caching to simplify code and reduce state
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
d1e53f5811
|
NetworkLobbyManager.OnValidate simplified by using Mathf.Clamp
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
0c89e11c9f
|
NetworkLobbyManager.OnValidate simplified by using Mathf.Clamp/Min/Max
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
dd6f47a82d
|
LogFilter: removed redundant log level definitions
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
db4fe1a0f9
|
NetworkWriter comment improved
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
d8dc0b829b
|
NetworkServer: removed static message caching to simplify code and reduce state
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
1f2f874874
|
NetworkManager: removed static message caching to simplify code and reduce state
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
734db6edfe
|
NetworkLobbyManager: removed static message caching to simplify code and reduce state
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
8e7095262f
|
NetworkClient: removed static message caching to simplify code and reduce state
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
8957af215c
|
NetworkAnimator: removed static message caching to simplify code and reduce state
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
0d175c2844
|
ClientScene: removed static message caching to simplify code and reduce state
|
2018-06-22 09:32:19 +02:00 |
|
vis2k
|
c64e849b1b
|
NetworkProximityChecker: replaced SetVis with GetComponentsInChildren
|
2018-06-22 09:32:19 +02:00 |
|
Paul Pacheco
|
5acaf30f3a
|
Fix references to sibling project instead of built dll
|
2018-06-22 09:31:45 +02:00 |
|
vis2k
|
ae611cf82c
|
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
|
2018-06-13 11:24:41 +02:00 |
|
vis2k
|
be9efea78c
|
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
|
2018-06-12 22:35:36 +02:00 |
|
vis2k
|
b8a289ba49
|
ChannelBuffer MaxBufferedPackets log message fixed, logs proper max value now
|
2018-06-12 22:32:24 +02:00 |
|
vis2k
|
d976add1f8
|
NetworkIdentity.OnStartClient: isClient is set to true without checking if it's false
|
2018-06-12 22:32:04 +02:00 |
|
vis2k
|
3fe7e56ff5
|
NetworkIdentity.isServer simplified
|
2018-06-12 22:31:00 +02:00 |
|
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.
|
2018-06-08 16:31:31 +02:00 |
|
vis2k
|
7fd77a0e4b
|
NetworkWriter.Position type changed from 'short' to 'int' to fix a bug where writing >32kb into NetworkWriter would result in negative .Position
|
2018-06-08 15:30:54 +02:00 |
|
vis2k
|
de27baa1b4
|
Applied HLAPI 2018.1 downwards compatible improvements
|
2018-06-08 14:23:59 +02:00 |
|
vis2k
|
b9e5f77a47
|
NetworkConnection.Disconnect doesn't clear the address so that it's still available in NetworkManager.OnServerDisconnect
|
2018-06-08 12:20:30 +02:00 |
|
vis2k
|
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.
|
2018-06-08 12:18:56 +02:00 |
|
vis2k
|
877c5f6aa9
|
'Did not find target for sync message' warning improved with note that this might be completely normal
|
2018-06-08 12:06:04 +02:00 |
|
vis2k
|
5909cc6937
|
NetworkClient.IsValidIPV6 fixed
|
2018-06-08 12:04:37 +02:00 |
|
vis2k
|
04a4435a58
|
ObjectSpawnFinishedMessage state uses byte instead of uint to save bandwidth (it's always 0 or 1 anyway)
|
2018-06-08 12:03:22 +02:00 |
|
vis2k
|
b8d50da2fd
|
ObjectSpawnMessage always read order changed and it always reads rotation now because it's always written too.
|
2018-06-08 11:56:00 +02:00 |
|
vis2k
|
d1b8181db1
|
Messages: ErrorMessage value changed from int to byte because that's what NetworkServer actually uses. Also saves bandwidth.
|
2018-06-08 11:52:39 +02:00 |
|
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 |
|
vis2k
|
d4eb84182d
|
Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed.
|
2018-06-08 10:59:32 +02:00 |
|
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 |
|
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 |
|