userDuke Dariuscancel
reporust_rebootcancel

43 Commits over 393 Days - 0.00cph!

4 Hours Ago
removed introduced allocations
Today
moved frameNo+serverTs to NetWrite (main thread set)
3 Days Ago
naming conventions, small tweaks
3 Days Ago
Reduced PacketArrayPool's length to the max value, reworked GetHashCode, removed unneeded second Close in ResetSocket, Use GameManifest.Current instead of loading from disk again
3 Days Ago
moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
3 Days Ago
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
4 Days Ago
Removed GC alloc from packet send, added custom WebSocketSharp implementation that doesn't allocate on send, moved packet relay layer to thread
4 Days Ago
add packet ref, tweaked array pool size
5 Days Ago
Now sending packets over websocket, sending map via StreamContent, removed reliance on Time.frameCount (potential threading errors)
11 Days Ago
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
11 Days Ago
Added packet count flushing
11 Days Ago
added RustRelay ArrayPool to print_arraypool
11 Days Ago
removed basically every allocation. pool all the things
11 Days Ago
added packet batching and AuthToken to sent packets
12 Days Ago
merged main -> main/rust_relay_server
12 Days Ago
Added Packet relay layer + convars, Editor tool for exporting entire prefab folders to GLB
8 Months Ago
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This may prevent the NRE from occuring!
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Resolved build error
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