4,794 Commits over 1,371 Days - 0.15cph!
SendRateMin/SendRateMax tweaks
Tweak default encryption settings
Tweak delta snapshot send mode
This should have same treatment as SteamLobbySocket to be thread safe
Error instead of warning, docs
Fix loop
Get rid of -nwthread, use Channels instead of ConcurrentQueue
Method name change + some docs
Threaded use of Steam networking API - enable with -nwthread command line switch for live testing
Simply with a process messages func called by worker thread for networking
Stash for testing - this needs not be a static really, needa find a nicer way
Play around with threaded Steam networking message usage like Rust does - and some other tips from Andre
Fixed NRE in code upgrader for HostSync in scenario where no sibling Sync is found
Only add query flag is property was set to true - otherwise remove the query flag
Obsolete HostSync, add SyncFlag, add code upgrade / fix (#1729)
Have Sync.Query set the SyncFlags.Query flag
Update fix titles to be more specific
SyncFlag -> SyncFlags. Support SyncFlags.Query - replacement for Query = true. Add Code Fixer for Query named argument - auto combine flags in fix if already exists.
Obsolete HostSync, add SyncFlag, add codeupgrader
Fix Send Buffer Buildup and Unreleased Message Bug (#1727)
Some comments for future ref on fixes
Release message fix test... larger max messages on recv to process many incoming messages. Try to keep max cluster size below typical MTU. Increase send buffer size.
Potential fix for 1683 - may be a scuffed way of doing it. Two instances of Sandbox.Game can exist - store members of Commands from both, invoke / set those members when ConVars change. Allows [ConVar] and [ConCmd] in Sandbox.Game to function properly when in a game
Fixed backward compat for Authority attribute when specifying NetPermission. Ensure networking is cleaned up after game leave so any last-chance RPCs can be sent.
Actually include stats from direct connection / dedicated server with net_debug on
Added Connection.GetStats support / implementation for non-lobby Steam connections. Can view net stats for connection to dedicated server or clients connected to dedicated server as well
Cluster Delta Snapshots - Improvements to Bandwidth, Max Snapshot Size (#1717)
Resolves issues with Steam networking choking.
Add DeltaSnapshotCluster.MaxSize const (def: 24kb)
Test per obj snapshot / no bunch
Initialize last sent snapshot ids
Snapshot clusters
Fix write order
Increase cluster size, grouping, actual delta for clusters
unreliablenodelay
Increase cluster size, grouping, actual delta for clusters
Initialize last sent snapshot ids
Test per obj snapshot / no bunch
Some safety in Connection.All (don't add any null values to output list)
Fix Owner/Host mode RPCs not sending to target. Fix issue w/ Rider intellinse when typing Rpc. in attribute
Don't need to update editor compiler if not running in the editor. Dedicated Server won't try to compile editor stuff
Fixed loading game from .sbproj with Dedicated Server that has libraries. Iterate any libraries in the project and add them as projects before compilation
PartyRoom uses SteamId. ConnectionInfoManager ensures we write party id as SteamId. Fixes being unable to join a game. Protocol++
Store last connection string globally for reconnect. Allows you to reconnect to your last server even when disconnected. Fix a bug where host changed may be called when not appropriate, such as an initial connection.