Paul Pacheco
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ebdf38fbf5
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Ignore .vs folder that VS generates
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2018-06-26 12:11:08 +02:00 |
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Paul Pacheco
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5acaf30f3a
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Fix references to sibling project instead of built dll
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2018-06-22 09:31:45 +02:00 |
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vis2k
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aeae41051a
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Updated license for HLAPI Community Edition.
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2018-06-14 12:46:00 +02:00 |
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vis2k
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2388b4c0ee
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Updated Readme to 'HLAPI Community Edition'
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2018-06-13 12:43:34 +02:00 |
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vis2k
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ae611cf82c
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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
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2018-06-13 11:24:41 +02:00 |
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vis2k
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be9efea78c
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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
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2018-06-12 22:35:36 +02:00 |
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vis2k
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b8a289ba49
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ChannelBuffer MaxBufferedPackets log message fixed, logs proper max value now
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2018-06-12 22:32:24 +02:00 |
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vis2k
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d976add1f8
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NetworkIdentity.OnStartClient: isClient is set to true without checking if it's false
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2018-06-12 22:32:04 +02:00 |
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vis2k
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3fe7e56ff5
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NetworkIdentity.isServer simplified
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2018-06-12 22:31:00 +02:00 |
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vis2k
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88a68d8af4
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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.
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2018-06-08 16:31:31 +02:00 |
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vis2k
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7fd77a0e4b
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NetworkWriter.Position type changed from 'short' to 'int' to fix a bug where writing >32kb into NetworkWriter would result in negative .Position
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2018-06-08 15:30:54 +02:00 |
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vis2k
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de27baa1b4
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Applied HLAPI 2018.1 downwards compatible improvements
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2018-06-08 14:23:59 +02:00 |
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vis2k
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b9e5f77a47
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NetworkConnection.Disconnect doesn't clear the address so that it's still available in NetworkManager.OnServerDisconnect
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2018-06-08 12:20:30 +02:00 |
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vis2k
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d1ff029cc9
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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.
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2018-06-08 12:18:56 +02:00 |
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vis2k
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877c5f6aa9
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'Did not find target for sync message' warning improved with note that this might be completely normal
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2018-06-08 12:06:04 +02:00 |
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vis2k
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5909cc6937
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NetworkClient.IsValidIPV6 fixed
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2018-06-08 12:04:37 +02:00 |
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vis2k
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04a4435a58
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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
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b8d50da2fd
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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 |
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vis2k
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d1b8181db1
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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 |
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vis2k
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c41ca4d824
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ConnectionArray list index access bug fixed where index == count would be allowed
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2018-06-08 11:47:36 +02:00 |
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vis2k
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e505cbd5f4
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Fixed: ServerDisconnected due to error: Timeout. Also improved log messages to make more sense.
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2018-06-08 11:02:24 +02:00 |
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vis2k
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d4eb84182d
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Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed.
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2018-06-08 10:59:32 +02:00 |
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vis2k
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2c31c78602
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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.
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2018-06-08 10:48:29 +02:00 |
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vis2k
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9eabd22c19
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NetworkConnection: IsSequencedQoS, IsReliableQoS made public for external use; IsUnreliableQoS added
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2018-06-08 10:47:39 +02:00 |
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vis2k
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9980e5e713
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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
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2018-06-08 10:45:24 +02:00 |
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vis2k
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a67508f624
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[SyncVar] limit increased from 32 to 64 per component
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2018-06-07 15:50:31 +02:00 |
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vis2k
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903eee667c
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HLAPI pro welcome message added to see if the HLAPI Pro is active or not
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2018-06-07 15:44:32 +02:00 |
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vis2k
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1e77e191b3
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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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vis2k
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6b2e2f3afd
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License & Readme
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2018-06-07 15:40:15 +02:00 |
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vis2k
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e14faeedef
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gitignore
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2018-06-07 15:11:43 +02:00 |
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