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 |
|
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 |
|
vis2k
|
903eee667c
|
HLAPI pro welcome message added to see if the HLAPI Pro is active or not
|
2018-06-07 15:44:32 +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 |
|