Commit Graph

  • b70fa177d1 Updated Telepathy to latest version. Fixes a bug where connect couldn't be called twice. vis2k 2018-08-19 18:29:20 +0200
  • 199ebccff5 Add source compatibility with HLAPI, people should not need to cast Paul Pacheco 2018-08-17 10:23:39 -0500
  • fa84c1b806 NetworkIdentity.AddObserver: added a better warning message if connectionId was already added vis2k 2018-08-17 14:07:12 +0200
  • bafd9d1b28 NetworkConnection.Disconnect: no need to check connected first vis2k 2018-08-17 14:03:00 +0200
  • 777232f5e0 NetworkClient.m_clientConnectionId removed because it's not needed vis2k 2018-08-17 13:48:08 +0200
  • 0128210356 Transport eats first connectionId (0) in constructor to fix a bug where in host mode, a connected client wouldn't receive all the spawns because he would get the connectionId=0 assigned, which would result in the host mode's player and the first external connection both having the same connectionId, resulting in all kinds of weird problems vis2k 2018-08-17 13:27:50 +0200
  • 437fb06728 Updated Telepathy to latest version vis2k 2018-08-17 13:20:44 +0200
  • 23acffbe12 Updated Telepathy to latest version. Fixes the problem where disconnect wouldn't be realized on client if client connect failed vis2k 2018-08-16 14:46:13 +0200
  • 32e2f5f845 Client/Server loops: removed log messages vis2k 2018-08-15 12:40:26 +0200
  • 1f2725376c Transport.Shutdown() is now called by NetworkManager.OnApplicationQuit so that client/server threads are fully shut down when pressing Stop in the Editor. otherwise editor keeps them alive until we press Play again. vis2k 2018-08-15 12:35:18 +0200
  • 4b8a168026 Updated Telepathy to latest version vis2k 2018-08-15 11:47:13 +0200
  • baad970706 Removed channels and configs everywhere vis2k 2018-08-14 22:15:34 +0200
  • 89964d32a2 RemoteEndPoint stuff removed vis2k 2018-08-14 12:53:01 +0200
  • 1c9744385c Removed NetworkDiscovery because Telepathy doesn't support it vis2k 2018-08-14 11:14:49 +0200
  • 699c379c3c Basic Telepathy integration vis2k 2018-08-14 11:13:02 +0200
  • d3b537fc06 NetworkDetailStats removed because they only work while Unity's NetworkTransport layer is running vis2k 2018-08-07 16:46:00 +0200
  • cca03d9d1d NetworkIdentity.AddObserver: added a better warning message if connectionId was already added vis2k 2018-08-17 14:07:12 +0200
  • e87502f851 Update the README file to reflect the location of the Linux DLLs. (#15) Coburn 2018-08-17 01:22:52 +1000
  • 86c043b244
    Condense the linux instructions Coburn 2018-08-16 21:14:05 +1000
  • 5edbc0a935 Needed a emergency grammar fix. Merge branch 'linux-dll-locations' of https://github.com/SoftwareGuy/HLAPI-Community-Edition into linux-dll-locations Matthew Coburn 2018-08-16 13:01:17 +1000
  • 887f6b25c5 Update the README file to reflect the location of the Linux DLLs. This grants us linux power for all. Matthew Coburn 2018-08-16 12:43:32 +1000
  • bf566e5a52 Update the README file to reflect the location of the Linux DLLs. This grants us linux power for all. Matthew Coburn 2018-08-16 12:43:32 +1000
  • 24329b1ebe Remove unused variable Paul Pacheco 2018-08-10 07:42:31 -0500
  • 97fe2331f1 Parenthesis is redundant Paul Pacheco 2018-08-10 07:37:41 -0500
  • 00f571c28c Protocol: removed content length from message header because we can calculate the size from whatever is left in the reader. Saves 1-2 bytes bandwidth, so another 5% on average. vis2k 2018-08-07 14:36:20 +0200
  • d36b6d926d NetworkClient/NetworkServer pass exact message to data handlers instead of passing the whole buffer with a 'receivedSize' parameter. Prepares for the header 'size' removal to save bandwidth. vis2k 2018-08-07 14:34:09 +0200
  • 009fc251ae Update issue templates Paul Pacheco 2018-08-06 10:04:10 -0500
  • 457c12dd2b Update issue templates Paul Pacheco 2018-08-02 11:49:15 -0500
  • b830d4cbf2 add issue template Paul Pacheco 2018-08-02 11:46:40 -0500
  • 31b3035de1 Set client owner before we send spawn messages Paul Pacheco 2018-08-02 08:03:02 -0500
  • 8d98c2983e We no longer update owner variables to observers Paul Pacheco 2018-08-04 09:13:53 -0500
  • b9461d6df1 Serialize initial message by setting all dirty flags Paul Pacheco 2018-08-04 09:12:40 -0500
  • 634e513c53 Generate syncOwnerMask in every network behavior Paul Pacheco 2018-08-06 16:00:38 -0500
  • bb0e27cbb8 Protocol uses WritePackedUInt32 for size and msgtype header. Uses 1 byte instead of 2 bytes for each in almost all the cases, effectively reducing bandwidth by about 10%, given an average message size of 20 bytes vis2k 2018-08-06 22:54:05 +0200
  • 2bec1f8d79 Merge remote-tracking branch 'vis2k/features' into features Lymdun 2018-08-06 20:52:02 +0200
  • 284cc329e5 Make Position private. Paul Pacheco 2018-07-21 09:12:47 -0500
  • 7e574e7e39 Removed NetworkReader.SeekZero because it wasn't used anymore vis2k 2018-08-06 20:17:53 +0200
  • a4cce5b3c5 Removed NetworkClient.m_MsgReader because it wasn't used anymore vis2k 2018-08-06 20:16:49 +0200
  • f1ef6c32a3 Merge branch 'improvements' into features Paul Pacheco 2018-08-06 13:07:56 -0500
  • 35c237f335
    Merge branch 'improvements' into flush Paul Pacheco 2018-08-06 12:54:54 -0500
  • 96f48fdbba NetworkWriter.SeekZero/StartMessage/FinishMessage removed because they aren't needed anymore after protocol update vis2k 2018-08-06 18:53:24 +0200
  • 54d5ede3e7 UNetwork.Protocol handles message packing and unpacking in one place now, so that we don't construct/deconstruct size/type headers manually everywhere. This way we can change the header any time without worrying about missing it somewhere. vis2k 2018-08-06 18:50:11 +0200
  • 24cb13d46e Update issue templates Paul Pacheco 2018-08-06 10:04:10 -0500
  • f8618d216f NetworkConnection.HandleBytes: removed message processing loop because always exactly 1 message is processed when NetworkServer/NetworkClient call HandleBytes. This is why there are NetworkTransport.Receive while loops in NetworkServer/NetworkClient.Update already. vis2k 2018-08-06 16:20:23 +0200
  • 372f628d42 NetworkConnection.HandleReader removed and code put into HandleBytes, because that's what HandleBytes does and we don't need that extra HandleBytes/HandleReader redundancy vis2k 2018-08-06 15:41:27 +0200
  • 8dc9cc2ee8 LocalClient.InvokeHandlerOnClient removed because it wasn't used anymore after removing LocalClients redundancies before vis2k 2018-08-06 15:23:07 +0200
  • 398fec3890 NetworkManager: removed some unnecessary empty white spaces vis2k 2018-08-06 15:20:16 +0200
  • 16477bad12 NetworkWriter: removed some unnecessary empty spaces vis2k 2018-08-06 14:58:28 +0200
  • 028a6c8e78 NetworkAnimator: removed NetworkWriter caching to reduce dependencies on NetworkWriter.SeekZero vis2k 2018-08-06 14:55:10 +0200
  • 7751244048 NetworkManager greeting message updated from HLAPI Pro to HLAPI CE vis2k 2018-08-06 12:41:00 +0200
  • 4384a7115a Removed some unnecessary whitespaces vis2k 2018-08-06 12:40:31 +0200
  • 9fb8b071c6 LocalConnections: removed redundant functions. no need to overwrite SendByChannel, as NetworkConnection.SendByChannel calls SendBytes anyway. Also removed NetworkServer.InvokeHandler since it's not needed anymore. InvokeBytes is the way to go. vis2k 2018-08-06 12:36:02 +0200
  • 8f44c9aabb Fix #11, clear dirty bits only during synchronization, not during spawn (#12) Paul Pacheco 2018-08-04 08:50:59 -0500
  • 2050886a19 Merge branch 'improvements' into features Paul Pacheco 2018-08-04 08:10:48 -0500
  • 68ed78a285 Merge branch 'improvements' into features Paul Pacheco 2018-08-04 08:08:57 -0500
  • 29bcd247fe
    Merge pull request #14 from Lymdun/patch-2 Paul Pacheco 2018-08-04 08:07:00 -0500
  • eda72aadfe
    Merge pull request #13 from Lymdun/patch-1 Paul Pacheco 2018-08-04 08:06:22 -0500
  • 7d3cd6c3c3
    Fix discord invite (other branches) Lymdun 2018-08-04 15:03:53 +0200
  • ef51602cc5
    Fix Discord invite (fixes branch) Lymdun 2018-08-04 15:00:37 +0200
  • 0cb83b6bf0 Fix #11, clear dirty bits only during synchronization, not during spawn Paul Pacheco 2018-08-03 12:48:10 -0500
  • a93662036a Update issue templates Paul Pacheco 2018-08-02 11:49:15 -0500
  • 2de7eddb84 add issue template Paul Pacheco 2018-08-02 11:46:40 -0500
  • ddc53e27cc NetworkConnection message logging improved: uses BitConverter instead of reinventing the wheel and always logs the complete message. Logging partial messages would cause a lot of problems when debugging. If we expected a message with length 20 and HLAPI shows only up to length 18, then this will be really difficult to debug. Also removed k_MaxMessageLogSize because it's not needed anymore. vis2k 2018-08-02 14:48:53 +0200
  • 9a2eb52e89
    Merge 61e03e125f into ee22bde50b Paul Pacheco 2018-08-02 01:25:28 +0000
  • 61e03e125f Add more explanation Paul Pacheco 2018-08-01 20:25:23 -0500
  • 7b59698f6e Fix bug when spawning component in non default channel Paul Pacheco 2018-08-01 20:23:27 -0500
  • 78e8a44397 We no longer update owner variables to observers Paul Pacheco 2018-08-01 15:24:35 -0500
  • ee22bde50b Gitignore Rider vis2k 2018-08-01 12:40:33 +0200
  • 50df4d1b1f Serialize initial message by setting all dirty flags Paul Pacheco 2018-07-31 23:47:49 -0500
  • e7403a8983 Generate syncOwnerMask in every network behavior Paul Pacheco 2018-07-28 12:13:00 +0200
  • 5e214361b8 Added the required lines to copy the batch installer into the Output directory into UnityEngine.Networking.csproj Installer also detects if it's running from the root directory or the Output directory. Also moved the batch installer into the project's tree so the builder doesn't throw a hissy fit. Should be pretty good to go. Matthew Coburn 2018-07-29 14:56:04 +1000
  • a6bcab7edb
    Create PULL_REQUEST_TEMPLATE.md Paul Pacheco 2018-07-28 10:11:48 -0500
  • 6c80b054ac SendToTransport failed. error:WrongConnection error isn't shown anymore if someone disconnects, since this is expected behaviour and totally normal. vis2k 2018-07-28 15:54:56 +0200
  • 2712bfdac9 Paul broke the installer. I fixed the installer. It was some issues with a stray quote in some places. Works 110% better now. Matthew Coburn 2018-07-28 14:46:53 +1000
  • d237139452
    Backup original HLAPI files Paul Pacheco 2018-07-27 12:32:59 -0500
  • a2c7e408ba
    don't exit cmd Paul Pacheco 2018-07-27 12:06:02 -0500
  • d9418b1c84 Simplify OnSerialize generation Paul Pacheco 2018-07-27 07:22:43 -0700
  • 994dba51c4 Simplify onserialize further, no need for magic masks Paul Pacheco 2018-07-27 09:05:47 -0500
  • b10582c485 Explain why we mask the dirty bits Paul Pacheco 2018-07-27 08:24:08 -0500
  • d015f740e4
    Simplify prompting for installation path Paul Pacheco 2018-07-27 08:11:23 -0500
  • 70bf05d24f Merge branch 'batch-installer' of https://github.com/SoftwareGuy/HLAPI-Community-Edition into batch-installer Matthew Coburn 2018-07-27 15:49:09 +1000
  • 034b8ef8d7 windows batch files give me headaches Matthew Coburn 2018-07-27 15:34:35 +1000
  • 26b599385a Provide a guideline for contributing code Paul Pacheco 2018-07-26 11:25:01 -0700
  • 497c6c5246 Provide a guideline for contributing code Paul Pacheco 2018-07-26 11:25:01 -0700
  • bb7b6d9eb4 Merge branch 'improvements' into features Paul Pacheco 2018-07-26 12:25:44 -0700
  • 0ed342ecb8 NetworkConnection.SendBytes is now protected so that outside classes can't send random bytes to the client anymore. This is better & safer design and allows us to remove the redundant SendBytesToReady function vis2k 2018-07-26 21:09:59 +0200
  • 3ceebaec78 SyncList uses SyncListMessage to reduce dependencies on SendBytes vis2k 2018-07-26 21:07:34 +0200
  • 14fcafda0c NetworkIdentity.UNetUpdate uses UpdateVarsMessage to reduce depencies on SendBytes vis2k 2018-07-26 20:30:47 +0200
  • ab6a6c5890
    Provide a guideline for contributing code Paul Pacheco 2018-07-26 11:25:01 -0700
  • 2b54665915 Weaver SyncEvent code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendEventInternal, where the message is properly constructed. Reduces dependencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated. vis2k 2018-07-26 20:09:51 +0200
  • 83927f27b0 Weaver TargetRpc code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendTargetRPCInternal, where the message is properly constructed. Reduces dependencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated. vis2k 2018-07-26 19:33:38 +0200
  • 1097d000ff Weaver Rpc code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendRPCInternal, where the message is properly constructed. Reduces dependencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated. vis2k 2018-07-26 19:15:42 +0200
  • 8769cc5116
    Detect installation folder Paul Pacheco 2018-07-26 07:08:06 -0700
  • 75351927c1 Weaver Command code doesn't manually construct the message anymore. The NetworkWriter is now passed to NetworkBehaviour.SendCommandInternal, where the message is properly constructed. Reduces depencies on NetworkConnection.SendBytes and avoids expensive GetComponent calls that the Weaver previously generated. vis2k 2018-07-26 14:19:29 +0200
  • d7539fcef3 NetworkBehaviour.IsDirty: removed some empty trailing spaces vis2k 2018-07-26 12:54:18 +0200
  • 2148351799 UNetBehaviourProcessor WriteMessage comments added to make this more obvious in the future. vis2k 2018-07-26 12:51:36 +0200
  • 4b339931c5 UNetBehaviourProcessor: WriteCreateWriter Ldloc_0 call moved to WriteMessageSize. All kinds of WriteMessageX functions always load the writer, push the variable on the stack and then write it. Except WriteCreateWriter which didn't load the writer, they decided to do this in WriteCreateWriter right after it was created. This was terrible code because removing WriteMessageSize calls anywhere would break all following calls, since WriteCreateWriter already called Ldloc_0 and the next call like WriteMessageId would call Ldloc_0 again. vis2k 2018-07-26 12:36:44 +0200
  • ddb7ec1c1c Add the HLAPI Batch Installer (may need admin privileges) Matthew Coburn 2018-07-26 14:00:11 +1000
  • 74b830a696 NetworkTransform uses readyConnection.SendByChannel(msg) instead of manually constructing and finishing the message and sending raw bytes. vis2k 2018-07-25 18:26:35 +0200
  • b27da84e81 NetworkTransformChild uses readyConnection.SendByChannel(msg) instead of manually constructing and finishing the message and sending raw bytes. vis2k 2018-07-25 17:58:10 +0200