Commit 634a140
feat: RPC Network Update Order and Network Update Loop Registration (#442)
* MTT-174
Added first pass implementation of RPC invocation update stage assignment.
RPCs can now be assigned a specific update stage for the RPC to be invoked.
* feat: Starting to get new network update loop registration into place.
* feat: MTT-327
The rest of the changes for the RPC Queue Revisited jira task MTT-327.
* feat: MTT-367 MTT-327
MTT-367 Finalizing some adjustment to conform to the naming standards.
Predominantly updating member property names and formating related changes.
* refactor: Develop Merge Adjustments
Making adjustments from the merge of develop
* refactor: The RPCQueueRevisited kind of threw this branch into chaos.
These are some of the fixes for the merge issue.
* fix: Batching
Lost some of the batching changes, also wanted to keep the original RPC Send methods.
This just fixes some of the stutter associated with batching.
* feat: network game update loop modular registration MTT-254
Added a more modular way to register with the network loop update system.
This includes four possible paths:
Add the INetworkUpdateLoopSystem to your class declaration and provide the appropriate methods.
=or=
Derive your class from:
GenericUpdateLoopSystem for a slim non-monobehavior derived class.
UpdateLoopBehaviour for a MonoBehaviour derived class.
NetworkUpdateLoopBehaviour for a NetworkedBehaviour derived class.
NetworkingManager now only is updated during the PREUPDATE and UPDATE stages.
RpcQueueContainer now automatically registers for all update stages but also provides the ability for one to handle RPC queue processing externally (i.e.. at different stages).
* fix: updated legacy name from rpcQueueMananger to rpcQueueContainer
The updated names and formating for Unity standards will be coming in the RPCQueueRevisited PR
* fix: removed line between properties
* refactor: Updated for BitReader BitWriter bool
This just applies the fix for bool reading and writing PR #438
* refactor: Fixes and Standards
Removed the code that extracted the host client id from the connected client list as the bug that invoked that change was finally found and not related to this temporary fix.
Did some standards clean up.
* refactor: develop branch merge
Had to refactor some of the code based on current state of develop branch.
* fix: Using different writers per SendStream, to fix issue with more than 2 clients
* refactor: Better divide by 8 option
Making change, as suggested by Jeffrey, to steer clear of any floating point operations when calculating 64 bit block count.
* refactor: Review comment related changes.
The majority of these changes are syntax/standard oriented, but there are a few good catches like removing C# 8.0 standard "using", try an catches left in, and some const definitions for some of the RPC queue related boundary checking.
* refactor: removing USINGUTP
Removing the ifdef.
* refactor: moved rpc queue files
Moving the RPC queue related files to the Messaging directory since they are within the same namespace (and it is the proper location for them).
Co-authored-by: Jeffrey Rainy <jeffrey.rainy@unity3d.com>1 parent 528813a commit 634a140
25 files changed
Lines changed: 900 additions & 422 deletions
File tree
- com.unity.multiplayer.mlapi/Runtime
- Core
- RPCQueue
- Messaging
- RPCQueue
- Serialization
- Pooled
- Spawning
- com.unity.multiplayer.transport.utp/Runtime
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