* Performance optimizations in NetworkIdentity.uNetUpdate
* Don't copy array twice
* write to one NetworkWriter for gameobject instead of one per component
* Simplify component serialization and improve performance
* Small style cleanup
* Fix compilation error
* Revert this change for now
* Revert for now
* Remove this for now
* No need for 2 versions of OnSerializeAllsafely
* Removed bad comment
* simplify using foreach
When the server shut down, all clients are disconnected, but we were not calling OnDisconnect for the in the server
so we did not clean up their objects
* Fixes 2 bugs:
NetworkServer.cs was not clearing connections on stopping. This meant when then starting again it was trying to communicate with old connections. Simply clear the list in DisconnectAllConnections. Also put in InternalListen for just in case as there should never be any connections at that point.
NetworkClient.cs was unable to load the scene on connect under certain circumstances. This was because NetworkClient.pauseMessageHandling had been set to false on a previous failed connection attempt. On a subsequent connect it would then never accept messages after it connected successfully so didnt know to load the scene. Simple fix to set NetworkClient.pauseMessageHandling to false when connecting. It should never be true at this point.
* split 2 fixed into 2 branches
NetworkServer.cs was not clearing connections on stopping. This meant when then starting again it was trying to communicate with old connections. Simply clear the list in DisconnectAllConnections. Also put in InternalListen for just in case as there should never be any connections at that point.
* moved into Initialize() for neatness
* Fixes 2 bugs:
NetworkServer.cs was not clearing connections on stopping. This meant when then starting again it was trying to communicate with old connections. Simply clear the list in DisconnectAllConnections. Also put in InternalListen for just in case as there should never be any connections at that point.
NetworkClient.cs was unable to load the scene on connect under certain circumstances. This was because NetworkClient.pauseMessageHandling had been set to false on a previous failed connection attempt. On a subsequent connect it would then never accept messages after it connected successfully so didnt know to load the scene. Simple fix to set NetworkClient.pauseMessageHandling to false when connecting. It should never be true at this point.
* split 2 fixes into 2 branches
NetworkClient.cs was unable to load the scene on connect under certain circumstances. This was because NetworkClient.pauseMessageHandling had been set to false on a previous failed connection attempt. On a subsequent connect it would then never accept messages after it connected successfully so didnt know to load the scene. Simple fix to set NetworkClient.pauseMessageHandling to false when connecting. It should never be true at this point.