43 Commits over 393 Days - 0.00cph!
removed introduced allocations
moved frameNo+serverTs to NetWrite (main thread set)
naming conventions, small tweaks
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
moved relay send thread start to first packet enqueue, implemented missing Equals and GetHashCode methods
RelayQueueItem now IEquatable, removed SocketLock as we're now running sync
Removed GC alloc from packet send, added custom WebSocketSharp implementation that doesn't allocate on send, moved packet relay layer to thread
add packet ref, tweaked array pool size
Now sending packets over websocket, sending map via StreamContent, removed reliance on Time.frameCount (potential threading errors)
Added frame marker with magic length delimiter "RRTS" (Rust Relay Time Stamp) to segregate from real packets
Added packet count flushing
added RustRelay ArrayPool to print_arraypool
removed basically every allocation. pool all the things
added packet batching and AuthToken to sent packets
merged main -> main/rust_relay_server
Added Packet relay layer + convars, Editor tool for exporting entire prefab folders to GLB
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This may prevent the NRE from occuring!
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