changed usage of NetworkVariableSerialization read and write methods to use the new api.
changed instances of m_NetworkBehaviour to GetBehaviour().
changed MarkNetworkObjectDirty() to use the base method MarkNetworkBehaviourDirty()
changed instances of NativeList<T>.ToArray() to define an Allocator to comply with newer api.
* Update com.community.netcode.transport.template.asmdef
Latest netcode seems to need this change, otherwise you get errors when importing the template package.
* Update com.community.netcode.transport.template.asmdef
* Updating the NetworkObjectPool to have feature parity with the version in the Multiplayer Samples BossRoom project (it's now a NetworkBehaviour instead of a MonoBehaviour, uses the NetworkManager.Singleton, initializes the pool in OnNetworkSpawn, and it's a singleton)
* feature parity with the NetworkObjectPool in the Unity Multiplayer Samples Co-op Boss Room sample project.
* added Multipeer Connectivity Transport
* added Multipeer Connectivity transport to the README file
* removed Multipeer Connectivity transport package dependency
This path was hardcoded to /netcode which is not neccessary for
websocket connections, and is an oppinionated choice that breaks in
certain load balancer configurations such as using domains with certs
for WSS connections.
Web sockets are not required to listen on any path at all. This allows
users to delete the path but the default does not break backwards
compatability.
* fix:Unity WebGL throws Error: "ReferenceError: Runtime is not defined"
It seams that in unity 2021.2 variable Runtime doesn't exist and can be replaced with Module['dynCall_*'].
In webSocket.jslib change all Runtime.dynCall('*1', *2, [*3, *4]) for Module['dynCall_*1'](*2, *3, *4)
* Updated web socket transport to not use static fields
* Reset started value on disconnect
* Fixed the flag for is started on shutdown
* Reset web socket client on shutdown
* Added catch statement to close socket
* Changed close on already closed to end quietly
* Fixed some errors with web socket client
* Fixed small syntax error
* UPDATED: Photon Libs from v4.1.6.0 to 4.1.6.17.
* UPDATED: Photon Realtime from v4.1.6.0 to 4.1.6.18.
* UPDATED: Version to 2.0.1.
UPDATED: Changelog.
* UPDATED: Editor integration.
* Added support to AllowPort forwarding, SecureConnection on any port on the server and assign SSL certificate with a base64 string
* remove unused namespaces
Revert the add of quickstatus which was used to fetch the ping for connected clients. This API is currently not in a release version of Facepunch. We can add it back later once it is supported.
* FacepunchTransport now returns RTT, and no longer generates garbage when receiving data
* Fix coding style issues
* Fix assumption on growing payload capacity
* Improved Steam transport
The existing SteamP2P transport has a number of issues where in it cannot be used for Client Server architectures, includes a version of Steamworks.NET which is not necessarily up to date and makes use of the SteamManager (example not production code).
This change corrects these aspects making this transport suitable for Client Server and Peer 2 Peer, usable by any version of Steamworks.NET from v14 forward, usable by users of custom implementations of Steamworks.NET and 3rd party systems such as Heathen's own Steamworks V2 and this change is not dependent on SteamManager.
* Update README.md
* Update package.json
Removed dependencies as it doesn't appear to support other Git hosted packages
* Update Transports/com.mlapi.contrib.transport.steamnetworking/Runtime/SteamNetworkingTransport.cs
Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com>
* Update Transports/com.mlapi.contrib.transport.steamnetworking/README.md
Co-authored-by: DeLaGuardiaGames <62687132+DeLaGuardiaGames@users.noreply.github.com>
* Updated to NetCode v1
- Updated to NetCode v1
- Removed SteamP2P transport as that does not work with modern Steamwork.NET and would cause various issues for other users
- Made the transport compatible with Steamworks.NET
- Made the transport compatible with P2P and Client Server architectures
Co-authored-by: James McGhee <JamesMcGhee@HeathenEngineering.com>
Co-authored-by: Luke Stampfli <43687322+LukeStampfli@users.noreply.github.com>
Co-authored-by: DeLaGuardiaGames <62687132+DeLaGuardiaGames@users.noreply.github.com>