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1,443 Commits over 1,461 Days - 0.04cph!

Yesterday
Make a copy of the entries we're gonna iterate when installing server packages during handshaking - will stop the connection crashing if the entries table is modified while installing the packages - this could happen if the server / host adds a server package requirement during this process
2 Days Ago
Add Steam Relay Service status information to the "status" command output. Add analytics when session fails or is established
2 Days Ago
Fix snapshot id difference tolerance
4 Days Ago
Protocol++, remove logs I left in accidentally
4 Days Ago
RPCs and Sync Var Support for GameObjectSystems
4 Days Ago
Fix docs
4 Days Ago
Recreate datatable and reset snapshot system on hotload for GOS - get sync vars working
4 Days Ago
Initial chunk / rpcs, register sync vars Unique ids for GOS, interface to share delta snapshot logic between net objects and GOS
4 Days Ago
Initial chunk / rpcs, register sync vars Unique ids for GOS, interface to share delta snapshot logic between net objects and GOS
8 Days Ago
Fix hostname changing back to default after map change
9 Days Ago
Some refactoring, use SnapshotState to store last received snapshot - only updating from the ack if snapshot id is newer than the last one
9 Days Ago
Batch network spawn messages when cloning / network spawning an object so that references to/from child networked objects are kept intact when spawning on the receiving end
11 Days Ago
Added VoiceComponent.ShouldHearVoice( Connection ) - to change whether a voice can be heard on the receiving end
15 Days Ago
Fixed a bug where the parent network object could be destroyed when doing a network refresh if there were children to prune (Fixes Facepunch/sbox-issues#7812)
15 Days Ago
Game.Close will no longer NRE when called from Dedicated Server - will exit the whole application instead (Fixes Facepunch/sbox-issues#7781)
15 Days Ago
Use target local for delta snapshot transform and when reconstructing on the other side
23 Days Ago
Don't process incoming transform update if predicted and we own it (handle reconciliation later?)
23 Days Ago
SyncFlags.Predicted. go.Network.Predicted
25 Days Ago
Update messages sent and messages received on connection for dedicated server as well
25 Days Ago
Fixed NRE
25 Days Ago
Pass recipient SteamId from native to managed OnSessionFailed. Update debug log to show that connection if we can find it, or just log the steam id if we can't
25 Days Ago
Get MessagesReceived working for Connections so it displays in status properly - to help debug an issue
26 Days Ago
Connection.Ping is in milliseconds
26 Days Ago
Log instead of disconnect on invalid session for now for debugging
29 Days Ago
Separate slots for Pos,Rot,Scale
29 Days Ago
Make sure when sending snapshot before owner change that its a full one not a partial one
29 Days Ago
Fix previous commit
29 Days Ago
Network optimizations
29 Days Ago
Update protocol, snapshot in refresh, cleanup
30 Days Ago
Add channel / connection state to status ConCmd output
30 Days Ago
Optimizing bandwidth with direct snapshot messages, tests involving byte serialization deltas for snapshots. Lots of stuff, further work needed to further reduce bandwidth on stress test
31 Days Ago
Fixed a rare scenario where it was possible to store a last received snapshot that may never have been actually received
31 Days Ago
Some cleanup
31 Days Ago
Branch to test trying to gracefully sending final snapshots for owned objects when disconnecting
32 Days Ago
Clean up
32 Days Ago
Ensure we only process snapshot clusters if the sending connection has control / owns the object. Update refresh message snapshot id check to use latest logic.
32 Days Ago
Simplify this logic
32 Days Ago
Update SnapshotState check for newer incoming snapshot packet to properly handle wraparound on snapshot id
35 Days Ago
Server/Lobby Data, Hostname / ServerName Changes, etc (#1827) Exposes: * Networking.ServerName * Networking.MapName * Networking.SetData * Networking.GetData
35 Days Ago
Fix naming of internal DedicatedServer method
35 Days Ago
Fix mistake in Networking.CreateLobby - return early again if IsActive Rename to Networking.SetData/GetData. Make Networking.Metadata internal, it wasn't supposed to be exposed. Add some extra documentation to Networking.SetData. Change terminology elsewhere to match Add support for map name - but have the setter internal now, keep it set automatically - remove old HostInfo that previously handled it so we dont have two different systems for this kind of thing
35 Days Ago
Remove redundant methods
35 Days Ago
Redo everything. Implement handling of server name, metadata on sockets. Add Networking.ServerName, Networking.MaxPlayers, Networking.SetMetadata and Networking.GetMetadata. Make "hostname" a ConCmd instead of a ConVar, it just sets/changes Networking.ServerName and is admin-only.
37 Days Ago
Log a warning instead of throwing an exception when trying to send an RPC without being connected to a network session - it's harmless anyway and could happen with async tasks even after disconnecting
37 Days Ago
Groundwork for active lobby info and get / set metadata for lobbies. Dedicated server, tcp and p2p support CreateLobby async returns active lobby Fixes Protocol++
37 Days Ago
Track object messages and RPC stats and display the top 10 in the top left when net_debug is enabled
37 Days Ago
Keep everything nicely contained in NetworkDebugSystem
37 Days Ago
Show top 10 object messages by total calls then by total bytes received in top left when net_debug is true ( https://files.facepunch.com/conna/1b1911b1/sbox_OEOfBa3MKH.png )
37 Days Ago
Start by storing incoming RPCs by name, increment total calls, total size, and build an average message size Track other messages too like spawn and destroy messages and their frequency. Add a temporary command to log the top 10
37 Days Ago
Connection.GetUserData will now work for any client - not just the host. ConVars marked with ConVarFlags.UserInfo will update for all clients when changed. Updated ConnectionInfo string table to store values individually so when one changes it doesn't send the whole lot again. We can now include ping in the string table so that Connection.Ping should be correct even if you aren't the host