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c7b8f78aae
* Client can send/receive messages without id * Server can send and receive messages without id * Move message id to one common place * Client use the new send method * Obsolete the message ids * Remove player uses the new api * Refactor AddPlayer with new message api * Provide a Pack method that gets the message id * Convert ready message to new api * Use new api for ObjectDestroy and ObjectHide * Refactored ready message to new API * Refactored SpawnSceneObjectMessage to new api * Convert local authority message to new api * Convert spawn started message to new api * Convert spawn finished message to new api * Convert upate vars message to new api * Convert owner message to new api * Convert pong message to new api * Convert RPC message to new api * Convert SyncEvent rpc to new api * Refactor Command to new api * Refactor Ping to new api * Convert ErrorMessage to new api * Convert ErrorMessage to new api * Use int instead of short for message id to avoid collisions * Keep only 16 bit hash for message id * Converted Disconnect Message to new api * Convert Connect to new message api * Convert not ready message to new api * Convert scene message to new api * the Enum is no longer used for message id * Add non obsolete version of SendToClient * Document how to use new API With this PR, we no longer use Message id, document the proper use of the api * use C# syntax highlight * Update NetworkMessages.md (#5) Punctuation changes, added `cs` to code blocks. * Write message id in short instead of packed int * Use packer method with id * Pass the NetworkConnection to the client message handlers |
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index.md | ||
NetworkBehavior.md | ||
NetworkManager.md | ||
NetworkMessages.md | ||
RemoteActions.md | ||
UNetDirections.jpg |