Commit Graph

  • 1d1a3e7f42 Merged in paulpach/hlapi-community-edition/unittest (pull request #28) Paul Pacheco 2018-07-15 18:33:53 +0000
  • 7e1505d8ac Set up unit test project Paul Pacheco 2018-07-15 12:29:21 -0500
  • f42cd36e69 Merged in paulpach/hlapi-community-edition/appveyor (pull request #27) Paul Pacheco 2018-07-15 17:16:32 +0000
  • 21cef5cf9c Add base appveyor build config Paul Pacheco 2018-07-15 11:43:43 -0500
  • 5a20083536 NetworkServer.s_sync removed because it's not needed anymore vis2k 2018-07-15 12:37:24 +0200
  • 0022da41d4 Merged in paulpach/hlapi-community-edition-lag/conditional (pull request #25) Paul Pacheco 2018-07-09 10:30:25 +0000
  • 2ea1a9ef2d Merged in paulpach/hlapi-community-edition-lag/simpleready (pull request #21) Paul Pacheco 2018-07-03 17:21:07 +0000
  • a6b62f1608 Simplify authority assignment Paul Pacheco 2018-07-03 07:35:09 -0500
  • be4b6a8adc (Paul Pacheco) Properly reset scene gameobjects when we receive OnObjectSpawnScene vis2k 2018-06-29 10:56:58 +0200
  • c0d093b1fc Fixed debug build Paul Pacheco 2018-06-24 09:37:55 -0500
  • d3f23f7f04 Merged in paulpach/hlapi-community-edition-lag/reset2 (pull request #22) Paul Pacheco 2018-06-29 08:44:29 +0000
  • 56a3bf05cd NetworkBehaviour.InvokeCommandDelegate 'IsInstanceOfType' comments added vis2k 2018-06-29 10:37:04 +0200
  • b9b98ad9be Merged in paulpach/hlapi-community-edition-lag/simpleinvoke (pull request #23) Paul Pacheco 2018-06-29 08:32:37 +0000
  • eff9287236 Simplify command invocation Paul Pacheco 2018-06-28 22:47:33 -0500
  • 78d159d7da Properly reset scene gameobjects when we receive OnObjectSpawnScene Paul Pacheco 2018-06-28 19:05:20 -0500
  • 8d4f6915d1 Make the logic simpler for ensuring the connection is ready Paul Pacheco 2018-06-28 08:50:13 -0500
  • ec7185ad49 Removed spaces vis2k 2018-06-28 14:46:19 +0200
  • 056dc5c0c9 Merged in paulpach/hlapi-community-edition-lag/findlocal (pull request #18) Paul Pacheco 2018-06-28 12:38:59 +0000
  • 35590bec44 Simpler find local object Paul Pacheco 2018-06-25 07:14:16 -0500
  • df0c183628 Merged in paulpach/hlapi-community-edition-lag/debugbuild2 (pull request #12) Paul Pacheco 2018-06-26 10:13:37 +0000
  • 54d9ae6f54 NetworkClient.UpdateClients: remove null clients first, then update valid clients. Fixes a bug where if a client was removed, the next one would be skipped. vis2k 2018-06-26 12:09:04 +0200
  • ebdf38fbf5 Ignore .vs folder that VS generates Paul Pacheco 2018-06-23 10:52:20 -0500
  • 72ac13e74e NetworkClient.UpdateClients: remove null clients first, then update valid clients. Fixes a bug where if a client was removed, the next one would be skipped. vis2k 2018-06-26 12:09:04 +0200
  • 7a0d7dc654 Merged in paulpach/hlapi-community-edition-lag/simplerinit (pull request #13) Paul Pacheco 2018-06-25 07:34:58 +0000
  • bc20d2cbe9 Simplify Network Discovery Initializing Paul Pacheco 2018-06-24 10:53:38 -0500
  • 6b97f04960 Fixed debug build Paul Pacheco 2018-06-24 09:37:55 -0500
  • ba7133381d Merged in paulpach/hlapi-community-edition-lag/vsgen (pull request #11) Paul Pacheco 2018-06-24 06:37:23 +0000
  • db34048bab Ignore .vs folder that VS generates Paul Pacheco 2018-06-23 10:52:20 -0500
  • 59cc34eaa8 NetworkServer made entirely static, there was no real reason to have an instance since only one was active anyway. Reduces complexity, simplifies code. vis2k 2018-06-22 20:34:35 +0200
  • c86f2618a8 NetworkServerSimple removed again to greatly reduce complexity. vis2k 2018-06-22 15:18:23 +0200
  • 11845a9b04 NetworkServer.InternalUpdate always calls UpdateConnections, so we can remove it from NetworkServerSimple.Update and we can remove the dontListen check. vis2k 2018-06-22 14:08:32 +0200
  • 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. vis2k 2018-06-22 12:14:41 +0200
  • 77057328c8 NetworkWriter.FinishMessage size check added to make sure that it fits into ushort vis2k 2018-06-21 23:03:10 +0200
  • 9af7879da0 simplify fragmentation by using the new WriteBytesAndSize method Paul Pacheco 2018-06-14 07:25:42 -0500
  • 3047539600 Removed UNET_HOST_MIGRATION code (wasn't stable and hosting on other people's computers never works well anyway) vis2k 2018-06-14 12:20:23 +0200
  • 0a34efbaf4 NetworkReader/Writer use C#'s built in BinaryReader/Writer; removed NetworkBuffer; removed redundant .AsArray()/AsArraySegment() functions; removed unnecessary constructors vis2k 2018-06-14 10:49:13 +0200
  • c81c670c95 ConnectionArray: syntax improved to simplify code vis2k 2018-06-13 11:54:43 +0200
  • b7d128ba73 ClientScene: syntax improved to simplify code vis2k 2018-06-13 11:50:24 +0200
  • 0329ed787f ChannelBuffer: removed static NetworkWriter caching to simplify code vis2k 2018-06-13 11:35:36 +0200
  • cc9f08e178 LocalClient: removed static message caching vis2k 2018-06-12 15:34:22 +0200
  • efd5c6c1ff NetworkReader/NetworkWriter uses C#'s built in BitConverter for bytes to/from float/double conversion vis2k 2018-06-11 21:40:55 +0200
  • 2c80d29350 NetworkReader.ReadString doesn't convert to char[] and then to string anymore, uses Encoding.GetString instead vis2k 2018-06-11 21:39:30 +0200
  • eb65e7fba0 NetworkReader static string buffer caching removed to simplify code vis2k 2018-06-11 21:39:04 +0200
  • 458bbc0566 NetworkWriter static string buffer caching removed to simplify code vis2k 2018-06-11 20:24:56 +0200
  • 9de07af7c9 NetworkLobbyManager.FindSlot changed to int so it can return '-1' for 'not found', which is more obvious than Byte.MaxValue vis2k 2018-06-11 20:12:02 +0200
  • 3ac3790ee7 Removed all [Obsolete] code vis2k 2018-06-11 16:29:49 +0200
  • df67e85e50 NetworkLobbyManager: syntax improved to simplify code vis2k 2018-06-11 15:15:52 +0200
  • b571a60080 NetworkLobbyPlayer: removed pointless 'dirty' flag writing since it's always '1' anyway vis2k 2018-06-11 13:00:49 +0200
  • 32d780f02f NetworkManager: syntax improvements to simplify code vis2k 2018-06-11 12:54:42 +0200
  • 049a73b5a8 NetworkProximityChecker: syntax improved to simplify code vis2k 2018-06-11 12:43:18 +0200
  • 6504349fd9 SyncList: removed Obsolete functions vis2k 2018-06-11 12:41:04 +0200
  • 7756f75ff1 NetworkServer: syntax improved to simplify code vis2k 2018-06-11 12:38:44 +0200
  • 62399b4267 NetworkServer: removed removeList caching to simplify code vis2k 2018-06-11 12:19:42 +0200
  • de1cadc709 NetworkScene: syntax improvements to simplify code vis2k 2018-06-11 11:25:01 +0200
  • a9d87b512e NetworkIdentity: removed static NetworkWriter caching to simplify code vis2k 2018-06-11 11:21:42 +0200
  • d8d3ee677e NetworkIdentity: syntax improvements to simplify code vis2k 2018-06-11 11:19:57 +0200
  • ebb0844bcc NetworkConnection: syntax improvements to simplify code vis2k 2018-06-11 11:01:56 +0200
  • 5fd74c29ec NetworkClient: no more fixed error buffer size vis2k 2018-06-11 10:54:28 +0200
  • 4bc0711a9d NetworkClient: syntax improvements to simplify code vis2k 2018-06-11 10:52:43 +0200
  • 8a976f94a2 NetworkBehaviour: syntax improvements to simplify code vis2k 2018-06-11 10:44:32 +0200
  • 9e8bde6e81 Messages: syntax improvements, removed some unnecessary casts, removed some unnecessary allocations in structs vis2k 2018-06-11 10:37:19 +0200
  • aff994a1b0 LocalClient: removed static message caching to simplify code and reduce state vis2k 2018-06-11 10:34:32 +0200
  • 8a748281de LocalClient: List.AddRange used instead of manually copying all entries vis2k 2018-06-11 10:19:52 +0200
  • 9f14fa37f8 ChannelPacket.SendToTransport error checking flow improved for shorter and easier understandable code vis2k 2018-06-10 17:40:47 +0200
  • 183d1464d5 ChannelPacket: variables moved to the top of the file vis2k 2018-06-10 17:38:02 +0200
  • 798afca9ec ChannelBuffer: removed static message caching to simplify code and reduce state vis2k 2018-06-10 16:59:14 +0200
  • d1e53f5811 NetworkLobbyManager.OnValidate simplified by using Mathf.Clamp vis2k 2018-06-10 15:01:22 +0200
  • 0c89e11c9f NetworkLobbyManager.OnValidate simplified by using Mathf.Clamp/Min/Max vis2k 2018-06-10 15:01:11 +0200
  • dd6f47a82d LogFilter: removed redundant log level definitions vis2k 2018-06-10 14:48:55 +0200
  • db4fe1a0f9 NetworkWriter comment improved vis2k 2018-06-10 12:05:02 +0200
  • d8dc0b829b NetworkServer: removed static message caching to simplify code and reduce state vis2k 2018-06-10 10:15:54 +0200
  • 1f2f874874 NetworkManager: removed static message caching to simplify code and reduce state vis2k 2018-06-10 10:14:16 +0200
  • 734db6edfe NetworkLobbyManager: removed static message caching to simplify code and reduce state vis2k 2018-06-10 10:09:21 +0200
  • 8e7095262f NetworkClient: removed static message caching to simplify code and reduce state vis2k 2018-06-10 10:04:45 +0200
  • 8957af215c NetworkAnimator: removed static message caching to simplify code and reduce state vis2k 2018-06-10 10:02:09 +0200
  • 0d175c2844 ClientScene: removed static message caching to simplify code and reduce state vis2k 2018-06-10 10:00:46 +0200
  • c64e849b1b NetworkProximityChecker: replaced SetVis with GetComponentsInChildren vis2k 2018-06-10 09:48:16 +0200
  • 5acaf30f3a Fix references to sibling project instead of built dll Paul Pacheco 2018-06-19 07:29:51 -0500
  • aeae41051a Updated license for HLAPI Community Edition. vis2k 2018-06-14 12:43:51 +0200
  • 2388b4c0ee Updated Readme to 'HLAPI Community Edition' vis2k 2018-06-13 12:43:34 +0200
  • 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 vis2k 2018-06-13 11:24:41 +0200
  • 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 vis2k 2018-06-12 14:40:34 +0200
  • b8a289ba49 ChannelBuffer MaxBufferedPackets log message fixed, logs proper max value now vis2k 2018-06-10 16:42:30 +0200
  • d976add1f8 NetworkIdentity.OnStartClient: isClient is set to true without checking if it's false vis2k 2018-06-10 15:07:42 +0200
  • 3fe7e56ff5 NetworkIdentity.isServer simplified vis2k 2018-06-10 12:11:16 +0200
  • 88a68d8af4 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. vis2k 2018-06-08 16:31:31 +0200
  • 7fd77a0e4b NetworkWriter.Position type changed from 'short' to 'int' to fix a bug where writing >32kb into NetworkWriter would result in negative .Position vis2k 2018-06-08 15:30:54 +0200
  • de27baa1b4 Applied HLAPI 2018.1 downwards compatible improvements vis2k 2018-06-08 14:23:59 +0200
  • b9e5f77a47 NetworkConnection.Disconnect doesn't clear the address so that it's still available in NetworkManager.OnServerDisconnect vis2k 2018-06-08 12:20:30 +0200
  • d1ff029cc9 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. vis2k 2018-06-08 12:18:56 +0200
  • 877c5f6aa9 'Did not find target for sync message' warning improved with note that this might be completely normal vis2k 2018-06-08 12:06:04 +0200
  • 5909cc6937 NetworkClient.IsValidIPV6 fixed vis2k 2018-06-08 12:04:37 +0200
  • 04a4435a58 ObjectSpawnFinishedMessage state uses byte instead of uint to save bandwidth (it's always 0 or 1 anyway) vis2k 2018-06-08 12:03:22 +0200
  • b8d50da2fd ObjectSpawnMessage always read order changed and it always reads rotation now because it's always written too. vis2k 2018-06-08 11:56:00 +0200
  • d1b8181db1 Messages: ErrorMessage value changed from int to byte because that's what NetworkServer actually uses. Also saves bandwidth. vis2k 2018-06-08 11:52:39 +0200
  • c41ca4d824 ConnectionArray list index access bug fixed where index == count would be allowed vis2k 2018-06-08 11:46:49 +0200
  • e505cbd5f4 Fixed: ServerDisconnected due to error: Timeout. Also improved log messages to make more sense. vis2k 2018-06-08 11:02:24 +0200
  • d4eb84182d Fix for sceneId mismatch caused by OnPostProcess FindObjectsOfType<NetworkIdentity> order not being guaranteed. vis2k 2018-06-08 10:59:32 +0200
  • 2c31c78602 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. vis2k 2018-06-08 10:48:29 +0200
  • 9eabd22c19 NetworkConnection: IsSequencedQoS, IsReliableQoS made public for external use; IsUnreliableQoS added vis2k 2018-06-08 10:47:39 +0200