vis2k
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3ceebaec78
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SyncList uses SyncListMessage to reduce dependencies on SendBytes
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2018-07-26 21:07:34 +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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vis2k
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2b54665915
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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.
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2018-07-26 20:09:51 +02:00 |
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vis2k
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1097d000ff
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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.
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2018-07-26 19:15:42 +02:00 |
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vis2k
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75351927c1
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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.
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2018-07-26 14:19:29 +02:00 |
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vis2k
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74b830a696
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NetworkTransform uses readyConnection.SendByChannel(msg) instead of manually constructing and finishing the message and sending raw bytes.
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2018-07-25 18:26:35 +02:00 |
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vis2k
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b27da84e81
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NetworkTransformChild uses readyConnection.SendByChannel(msg) instead of manually constructing and finishing the message and sending raw bytes.
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2018-07-25 18:23:30 +02:00 |
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vis2k
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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.
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2018-07-24 10:19:09 +02:00 |
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vis2k
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97af671924
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Removed LobbyReadyToBeginMessage because it wasn't used anymore
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2018-07-24 10:03:39 +02:00 |
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vis2k
|
2dd907fb28
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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.
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2018-07-20 16:37:05 +02:00 |
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vis2k
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5c0cc5b99c
|
Messages: removed OverrideTransformMessages because it wasn't used anywhere
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2018-07-19 11:36:57 +02:00 |
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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.
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2018-07-17 22:06:26 +02:00 |
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vis2k
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ffab181ea2
|
Messages: removed Peer messages because they aren't used anymore after removing the Host Migration feature
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2018-07-16 21:22:17 +02:00 |
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vis2k
|
3047539600
|
Removed UNET_HOST_MIGRATION code (wasn't stable and hosting on other people's computers never works well anyway)
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2018-06-22 09:32:19 +02:00 |
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vis2k
|
0a34efbaf4
|
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
|
9e8bde6e81
|
Messages: syntax improvements, removed some unnecessary casts, removed some unnecessary allocations in structs
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2018-06-22 09:32:19 +02:00 |
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vis2k
|
04a4435a58
|
ObjectSpawnFinishedMessage state uses byte instead of uint to save bandwidth (it's always 0 or 1 anyway)
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2018-06-08 12:03:22 +02:00 |
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vis2k
|
b8d50da2fd
|
ObjectSpawnMessage always read order changed and it always reads rotation now because it's always written too.
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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.
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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)
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2018-06-07 15:41:08 +02:00 |
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