Commit Graph

30 Commits

Author SHA1 Message Date
vis2k
93309d563a NetworkServer.SendSpawnMessage: fixed a bug where the server would send the spawn packet with the wrong MsgType (ObjectSpawn instead of ObjectSpawnScene) for cases where NetworkManager.OnServerAddPlayer was overwritten to spawn a player object from the scene, instead of from a prefab, resulting in Client deserializaton NetworkReader bugs (failed to read past end of stream, etc.). Also added more comments to explain the control flow of the function. 2018-07-20 15:25:49 +02:00
vis2k
7c4eefa5f9 NetworkServer.SendSpawnMessage: removed unnecessary writer.Position > 0 check 2018-07-20 12:57:15 +02:00
vis2k
fc4080535b SendWriter functions removed to avoid redundancy with SendBytes. Simply call SendBytes(writer.ToArray()) instead. 2018-07-20 12:42:39 +02:00
vis2k
2e9dc82e0e Removed numBytes parameter from all Send/SendBytes functions. Uses bytes.Length instead. 2018-07-20 12:29:51 +02:00
vis2k
ee2d0373eb UNetwork.MsgType converted to Enum. Easier + faster string conversion and more flexible code. 2018-07-19 21:03:00 +02:00
vis2k
7cea90460f NetworkMessageHandlers class removed because it was just a wrapper around a Dictionary with the added bonus of not allowing us to overwrite internal message handlers from the outside, which sucks. NetworkClient, NetworkServer, NetworkConnection all use a simple Dictionary now. 2018-07-19 20:48:37 +02:00
Paul Pacheco
c5263ed7ac Merged in paulpach/hlapi-community-edition/norandombytes (pull request #38)
Don't allow end user to send random bytes
2018-07-19 16:14:16 +00:00
Paul Pacheco
2fb9c71414 Don't allow end user to send random bytes 2018-07-19 11:09:05 -05:00
vis2k
ea3634b1e4 Relay feature removed because Unity pretty much abandoned it and hosting games on people's home computers never ends well anyway. People that need it might as well use the 'fixes-only' version. 2018-07-19 17:46:47 +02:00
vis2k
27f5717b70 Matchmaking feature removed because Unity pretty much abandoned it and plans to replace it with a solution on Google Cloud. People that need it might as well use the 'fixes-only' version. 2018-07-19 17:46:42 +02:00
vis2k
89d45e1e1b ChannelBuffer/ChannelPacket/PacketStat/GetStatsInOut/ChannelOption removed because ChanneLBuffer's job was to: buffer packets and only send them every now and then to save bandwidth, to handle fragmentation, and to handle resending reliable messages. NetworkTransport already takes care of all of that in the newer versions, e.g. with ConnectionConfig.SendDelay, so none of it is needed anymore. 2018-07-17 23:23:06 +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
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
5a20083536 NetworkServer.s_sync removed because it's not needed anymore 2018-07-15 12:37:24 +02:00
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
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
3ac3790ee7 Removed all [Obsolete] code 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
d8dc0b829b NetworkServer: removed static message caching to simplify code and reduce state 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
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
d4eb84182d Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed. 2018-06-08 10:59:32 +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