Commit Graph

20 Commits

Author SHA1 Message Date
vis2k
3ceebaec78 SyncList uses SyncListMessage to reduce dependencies on SendBytes 2018-07-26 21:07:34 +02:00
vis2k
14fcafda0c NetworkIdentity.UNetUpdate uses UpdateVarsMessage to reduce depencies on SendBytes 2018-07-26 20:30:47 +02:00
vis2k
2b54665915 Weaver SyncEvent code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendEventInternal, where the message is properly constructed. Reduces dependencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated. 2018-07-26 20:09:51 +02:00
vis2k
1097d000ff Weaver Rpc code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendRPCInternal, where the message is properly constructed. Reduces dependencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated. 2018-07-26 19:15:42 +02:00
vis2k
75351927c1 Weaver Command code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendCommandInternal, where the message is properly constructed. Reduces depencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated. 2018-07-26 14:19:29 +02:00
vis2k
74b830a696 NetworkTransform uses readyConnection.SendByChannel(msg) instead of manually constructing and finishing the message and sending raw bytes. 2018-07-25 18:26:35 +02:00
vis2k
b27da84e81 NetworkTransformChild uses readyConnection.SendByChannel(msg) instead of manually constructing and finishing the message and sending raw bytes. 2018-07-25 18:23:30 +02:00
vis2k
d7cf9dc95c AddPlayerMessage, RemovePlayerMessage read and write playerControllerId via packet int to save bandwidth and for consistency with OwnerMessage, which does it too. This is the best way to save playerControllerId bandwidth. The type should have been 'byte' everywhere, but changing it now would break compatibility with the original HLAPI. 2018-07-24 10:19:09 +02:00
vis2k
97af671924 Removed LobbyReadyToBeginMessage because it wasn't used anymore 2018-07-24 10:03:39 +02:00
vis2k
2dd907fb28 MsgType.ObjectSpawn renamed to SpawnPrefab, ObjectSpawnScene renamed to SpawnSceneObject. Messages.ObjectSpawnMessage renamed to SpawnPrefabMessage, etc. to make it perfectly clear what the messages do in order to avoid any confusion. 2018-07-20 16:37:05 +02:00
vis2k
5c0cc5b99c Messages: removed OverrideTransformMessages because it wasn't used anywhere 2018-07-19 11:36:57 +02:00
vis2k
ffa6e4e2ea NetworkCRC removed because all it did was compare each script's channelIds by sending all the script names over the network. This uses unnecessary bandwidth, causes unnecessary code complexity and makes no real sense because there's virtually no reason why anyone would modify a script's channel after building the server/client. 2018-07-17 22:06:26 +02:00
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
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
9e8bde6e81 Messages: syntax improvements, removed some unnecessary casts, removed some unnecessary allocations in structs 2018-06-22 09:32:19 +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
1e77e191b3 HLAPI 2017.4 (from https://bitbucket.org/Unity-Technologies/networking/src 2017.3, which is the same for 2017.4) 2018-06-07 15:41:08 +02:00