userConnacancel
branchsbox/dedi-routingcancel

27 Commits over 0 Days - ∞cph!

24 Days Ago
Fix this state
24 Days Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host Store Connection internal state if ConnectionInfo doesn't exist then we can just use that Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host) Serialize TargetMessage flags as byte system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source. Test logs Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log Remove unusued code Add NetTransmission flag support when using SendMessage via Steam Sockets Don't forget to add arg to header Clearer docs here, only log warning if networking debug is enabled here Some tidy up here Reset local connection state to Unconnected when closing network system - some debug log for other machine Close these connections Remove this log Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one. Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake. This bit isn't needed actually Test boot back to main menu Properly get when disconnected Use CollectionExtensions properly Fix test, re-add system member
24 Days Ago
Fix test, re-add system member
27 Days Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host Store Connection internal state if ConnectionInfo doesn't exist then we can just use that Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host) Serialize TargetMessage flags as byte system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source. Test logs Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log Remove unusued code Add NetTransmission flag support when using SendMessage via Steam Sockets Don't forget to add arg to header Clearer docs here, only log warning if networking debug is enabled here Some tidy up here Reset local connection state to Unconnected when closing network system - some debug log for other machine Close these connections Remove this log Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one. Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake. This bit isn't needed actually Test boot back to main menu Properly get when disconnected
28 Days Ago
Properly get when disconnected
28 Days Ago
Test boot back to main menu
28 Days Ago
This bit isn't needed actually
28 Days Ago
Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake.
28 Days Ago
Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one.
28 Days Ago
Remove this log
28 Days Ago
Close these connections
28 Days Ago
Reset local connection state to Unconnected when closing network system - some debug log for other machine
30 Days Ago
Some tidy up here
30 Days Ago
Clearer docs here, only log warning if networking debug is enabled here
30 Days Ago
Don't forget to add arg to header
30 Days Ago
Add NetTransmission flag support when using SendMessage via Steam Sockets
30 Days Ago
Remove unusued code
30 Days Ago
Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log
30 Days Ago
Test logs
30 Days Ago
system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source.
30 Days Ago
Serialize TargetMessage flags as byte
30 Days Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host Store Connection internal state if ConnectionInfo doesn't exist then we can just use that Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
30 Days Ago
Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host)
30 Days Ago
For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All
30 Days Ago
Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server
30 Days Ago
Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
30 Days Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host