Commit Graph

2757 Commits

Author SHA1 Message Date
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
e804fd71b0 NetworkTransform: removed NetworkWriter caching to simplify code and reduce state. 2018-07-20 11:50:30 +02:00
vis2k
38ca71ffde NetworkTransformChild: removed NetworkWriter caching to simplify code and reduce state. 2018-07-20 11:48:33 +02:00
vis2k
9852923982 LocalConnection.Send/SendUnreliable reuse SendByChannel function 2018-07-20 11:35:20 +02:00
vis2k
daaa9f6d17 NetworkDiscovery.OnGUI improved. Uses GUILayout now instead of manually spacing y. 2018-07-20 11:16:00 +02:00
vis2k
565e5560f9 NetworkManagerHUD improved: OnGUI uses GUILayout instead of manually spacing y. Update hotkeys removed because they didn't really offer anything of value. [SerializeField] removed from public fields because it's redundant. 2018-07-20 11:09:24 +02:00
vis2k
aac0652a5f Accidentally removed NetworkManagerEditor before 2018-07-20 10:51:12 +02:00
vis2k
06f0967eda MsgType: removed unused messages 2018-07-20 00:57:32 +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
vis2k
00b1bc119d NetworkConnection: removed m_MessageInfo caching to simplify code and reduce state 2018-07-19 20:29:41 +02:00
vis2k
0e4f905a72 NetworkConnection.InvokeHandler error messages are now shown if handler not found for msgType instead of failing silently 2018-07-19 20:28:29 +02:00
vis2k
c01b48f582 Removed NetworkServiceInitialize analytics code. 2018-07-19 18:38:26 +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
0425e896aa Removed NetworkLobbyManager because there's no reason why this should be in here. Unity has a NetworkLobby asset for lobby functionality, and that's how it should be. Hard coding all kinds of different classes that inherit from NetworkManager is not good for anyone. People that need it might as well use the 'fixes-only' version. 2018-07-19 17:20:09 +02:00
vis2k
db4c19e3e6 PlayerController.kMaxLocalPlayers removed because it wasn't used anywhere 2018-07-19 15:20:15 +02:00
vis2k
551a8928d6 NetworkManagerHUD: UnityEngine.Application.X changed to Application.X 2018-07-19 15:20:15 +02:00
vis2k
498433e124 Network Simulator support removed because the feature was confirmed to be broken by UNET Developers, it never worked 2018-07-19 11:48:48 +02:00
vis2k
fff714e1ec NetworkBehaviour.GetInvokerForHash parameter syntax simplified 2018-07-19 11:38:39 +02:00
vis2k
5c0cc5b99c Messages: removed OverrideTransformMessages because it wasn't used anywhere 2018-07-19 11:36:57 +02:00
vis2k
5ce07ac0a4 LogFilter.Fatal level removed because it wasn't used anywhere and Debug/Warn/Error are more than enough anyway. 2018-07-19 11:34:49 +02:00
vis2k
56278f5a84 Removed ConnectionArray class because it wasn't used anywhere. 2018-07-19 11:31:44 +02:00
vis2k
bdbafacbcb ClientScene: removed GetPlayerController function because it wasn't used anywhere and it was internal, hence couldn't be used in any project either. 2018-07-19 11:31:44 +02:00
Lymdun
545e369216 Merged in Lymdun/hlapi-community-edition-1/Lymdun/no-point-for-readsbyte-to-use-readerread-1531854999252 (pull request #34)
No point for ReadSByte() to use reader.ReadByte() with a cast
2018-07-19 08:28:08 +00:00
Paul Pacheco
7cdd0dc32c Merged in paulpach/hlapi-community-edition/warnings (pull request #35)
Clean warnings
2018-07-18 13:53:29 +00:00
Paul Pacheco
658f733390 Clean warnings 2018-07-18 07:52:43 -05:00
vis2k
5002d2d281 NetworkManagerEditor: removed crc, fragmentation, maxpacketsize since it's not needed anymore; NetworkManager: improved comments for those fields 2018-07-18 14:05:30 +02:00
vis2k
a14a03b6d1 NetworkConnection: forgot to remove s_MaxPacketStats 2018-07-18 10:45:17 +02:00
Paul Pacheco
80b4f78618 Update links to fixes branch 2018-07-17 19:56:46 -05:00
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
368543b734 NetworkConnection.IsSequencedQoS/IsReliableQoS/IsUnreliableQoS moved out of NetworkConnection class into UNetwork.cs because it's a helper function used in other places too, and makes NetworkConnection.cs less complex. 2018-07-17 22:28:31 +02:00
vis2k
f57d5ae905 NetworkConnection Send/SendUnreliable/SendByChannel syntax improved 2018-07-17 22:17:31 +02:00
vis2k
38142a6d6f NetworkConnection.m_Writer isn't cached anymore to simplify code 2018-07-17 22:16:09 +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
Lymdun
0bf13c3ea9 No point for ReadSByte() to use reader.ReadByte() with a cast 2018-07-17 19:16:38 +00:00
Paul Pacheco
869896495a Merged in paulpach/hlapi-community-edition/unittest (pull request #33)
Test WritePackedUInt32
2018-07-17 12:27:41 +00:00
Paul Pacheco
bb605930ea Test packed UInt64 2018-07-17 07:22:46 -05:00
Paul Pacheco
6581497e0c Test WritePackedUInt32 2018-07-17 07:15:14 -05:00
Paul Pacheco
0ee0975695 Display badges for the Improvement branch 2018-07-16 23:01:10 +00:00
Paul Pacheco
b7eabcc8c3 Document the project in the readme file 2018-07-16 17:51:20 -05:00
vis2k
ffab181ea2 Messages: removed Peer messages because they aren't used anymore after removing the Host Migration feature 2018-07-16 21:22:17 +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
225c7955cd NetworkClient.Send/SendUnreliable reuse SendByChannel function 2018-07-16 20:01:20 +02:00
vis2k
99784f58d9 NetworkHash128 tests added 2018-07-16 15:50:55 +02:00
vis2k
0cc23e411b NetworkHash128: fixed missing ) in comment 2018-07-16 15:49:13 +02:00