diff --git a/MLAPI/Data/NetworkingConfiguration.cs b/MLAPI/Data/NetworkingConfiguration.cs index b8e75e5..9237738 100644 --- a/MLAPI/Data/NetworkingConfiguration.cs +++ b/MLAPI/Data/NetworkingConfiguration.cs @@ -32,7 +32,6 @@ namespace MLAPI public bool EncryptMessages = false; public bool AllowPassthroughMessages = true; public bool EnableSceneSwitching = false; - public bool UseLegacyChannel = false; //Cached config hash private byte[] ConfigHash = null; @@ -74,7 +73,6 @@ namespace MLAPI writer.Write(EncryptMessages); writer.Write(AllowPassthroughMessages); writer.Write(EnableSceneSwitching); - writer.Write(UseLegacyChannel); } using(SHA256Managed sha256 = new SHA256Managed()) { diff --git a/MLAPI/MonoBehaviours/Core/NetworkingManager.cs b/MLAPI/MonoBehaviours/Core/NetworkingManager.cs index 00ce434..8d4a353 100644 --- a/MLAPI/MonoBehaviours/Core/NetworkingManager.cs +++ b/MLAPI/MonoBehaviours/Core/NetworkingManager.cs @@ -106,15 +106,7 @@ namespace MLAPI ConnectionConfig cConfig = new ConnectionConfig(); //MLAPI channels and messageTypes - - //Legacy channel. ReliableFragmentedSequenced doesn't exist in older Unity versions. - if(NetworkConfig.UseLegacyChannel) - NetworkConfig.Channels.Add("MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", QosType.ReliableSequenced); -#if !UNITY_5 //Unity 5.6 has confirmed to not have the ReliableFragmentedSequenced channel type. - else - NetworkConfig.Channels.Add("MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", QosType.ReliableFragmentedSequenced); -#endif - + NetworkConfig.Channels.Add("MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", QosType.ReliableFragmentedSequenced); NetworkConfig.Channels.Add("MLAPI_POSITION_UPDATE", QosType.StateUpdate); NetworkConfig.Channels.Add("MLAPI_ANIMATION_UPDATE", QosType.ReliableSequenced); MessageManager.messageTypes.Add("MLAPI_CONNECTION_REQUEST", 0); @@ -179,18 +171,6 @@ namespace MLAPI return cConfig; } -#if UNITY_5 - internal IEnumerator WaitForSceneSwitch(AsyncOperation operation, Action callback) - { - while(!operation.isDone) - { - yield return null; - } - callback(); - } -#endif - - public void StartServer(NetworkingConfiguration netConfig) { ConnectionConfig cConfig = Init(netConfig); diff --git a/MLAPI/NetworkingManagerComponents/NetworkSceneManager.cs b/MLAPI/NetworkingManagerComponents/NetworkSceneManager.cs index d75a3f4..19cdbe9 100644 --- a/MLAPI/NetworkingManagerComponents/NetworkSceneManager.cs +++ b/MLAPI/NetworkingManagerComponents/NetworkSceneManager.cs @@ -47,15 +47,8 @@ namespace MLAPI.NetworkingManagerComponents isSwitching = true; lastScene = SceneManager.GetActiveScene(); AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive); -#if !UNITY_5 sceneLoad.completed += OnSceneLoaded; -#else - NetworkingManager.singleton.StartCoroutine(NetworkingManager.singleton.WaitForSceneSwitch(sceneLoad, () => - { - //This block runs when scene switch is done. - OnSceneLoaded(sceneLoad); - })); -#endif + using(MemoryStream stream = new MemoryStream(4)) { using (BinaryWriter writer = new BinaryWriter(stream)) @@ -80,15 +73,7 @@ namespace MLAPI.NetworkingManagerComponents } lastScene = SceneManager.GetActiveScene(); AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(sceneIndexToString[sceneIndex], LoadSceneMode.Additive); -#if !UNITY_5 sceneLoad.completed += OnSceneLoaded; -#else - NetworkingManager.singleton.StartCoroutine(NetworkingManager.singleton.WaitForSceneSwitch(sceneLoad, () => - { - //This block runs when scene switch is done. - OnSceneLoaded(sceneLoad); - })); -#endif } private static void OnSceneLoaded(AsyncOperation operation) @@ -101,15 +86,7 @@ namespace MLAPI.NetworkingManagerComponents SceneManager.MoveGameObjectToScene(objectsToKeep[i].gameObject, nextScene); } AsyncOperation sceneLoad = SceneManager.UnloadSceneAsync(lastScene); -#if !UNITY_5 sceneLoad.completed += OnSceneUnload; -#else - NetworkingManager.singleton.StartCoroutine(NetworkingManager.singleton.WaitForSceneSwitch(sceneLoad, () => - { - //This block runs when scene switch is done. - OnSceneUnload(sceneLoad); - })); -#endif } private static void OnSceneUnload(AsyncOperation operation)