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1,349 Commits over 1,402 Days - 0.04cph!

16 Days Ago
Increase reasonable Steam connection time for dedicated server - ensure it shuts down properly if it doesn't connect in that time frame
34 Days Ago
Thread safe collection
34 Days Ago
Network++
34 Days Ago
SendRateMin/SendRateMax tweaks Tweak default encryption settings Tweak delta snapshot send mode This should have same treatment as SteamLobbySocket to be thread safe
34 Days Ago
Network Thread (#1748)
34 Days Ago
Error instead of warning, docs Fix loop
35 Days Ago
Get rid of -nwthread, use Channels instead of ConcurrentQueue
35 Days Ago
Method name change + some docs
35 Days Ago
Threaded use of Steam networking API - enable with -nwthread command line switch for live testing
36 Days Ago
Run faster
36 Days Ago
Catch exception
36 Days Ago
Simply with a process messages func called by worker thread for networking
36 Days Ago
Stash for testing - this needs not be a static really, needa find a nicer way
37 Days Ago
Further tests
37 Days Ago
Play around with threaded Steam networking message usage like Rust does - and some other tips from Andre
39 Days Ago
Fixed NRE in code upgrader for HostSync in scenario where no sibling Sync is found
40 Days Ago
Only add query flag is property was set to true - otherwise remove the query flag
40 Days Ago
Obsolete HostSync, add SyncFlag, add code upgrade / fix (#1729)
40 Days Ago
Have Sync.Query set the SyncFlags.Query flag
40 Days Ago
Update fix titles to be more specific
40 Days Ago
SyncFlag -> SyncFlags. Support SyncFlags.Query - replacement for Query = true. Add Code Fixer for Query named argument - auto combine flags in fix if already exists.
42 Days Ago
Obsolete HostSync, add SyncFlag, add codeupgrader
43 Days Ago
Fix duplicate def
43 Days Ago
Fix Send Buffer Buildup and Unreleased Message Bug (#1727)
43 Days Ago
Some comments for future ref on fixes
43 Days Ago
Tweaks
43 Days Ago
Further tests
43 Days Ago
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.
44 Days Ago
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
50 Days Ago
Update rate tests
51 Days Ago
Stash all this PoC
53 Days Ago
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.
53 Days Ago
Actually include stats from direct connection / dedicated server with net_debug on
53 Days Ago
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
53 Days Ago
Reduce cluster size
53 Days Ago
Cluster Delta Snapshots - Improvements to Bandwidth, Max Snapshot Size (#1717) Resolves issues with Steam networking choking.
53 Days Ago
Add DeltaSnapshotCluster.MaxSize const (def: 24kb)
53 Days Ago
unreliablenodelay
53 Days Ago
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
53 Days Ago
Increase cluster size, grouping, actual delta for clusters
53 Days Ago
Fix write order
53 Days Ago
Snapshot clusters
53 Days Ago
Initialize last sent snapshot ids
53 Days Ago
Test per obj snapshot / no bunch
53 Days Ago
Some safety in Connection.All (don't add any null values to output list)
54 Days Ago
Fix Owner/Host mode RPCs not sending to target. Fix issue w/ Rider intellinse when typing Rpc. in attribute
54 Days Ago
Fixed RPCs
55 Days Ago
Don't need to update editor compiler if not running in the editor. Dedicated Server won't try to compile editor stuff
55 Days Ago
Fixed loading game from .sbproj with Dedicated Server that has libraries. Iterate any libraries in the project and add them as projects before compilation
56 Days Ago
PartyRoom uses SteamId. ConnectionInfoManager ensures we write party id as SteamId. Fixes being unable to join a game. Protocol++