Removed Unity 5 support

This commit is contained in:
Albin Corén 2018-03-08 22:12:00 +01:00
parent 8e19568e19
commit b93aa3ad0f
3 changed files with 2 additions and 47 deletions
MLAPI
Data
MonoBehaviours/Core
NetworkingManagerComponents

@ -32,7 +32,6 @@ namespace MLAPI
public bool EncryptMessages = false; public bool EncryptMessages = false;
public bool AllowPassthroughMessages = true; public bool AllowPassthroughMessages = true;
public bool EnableSceneSwitching = false; public bool EnableSceneSwitching = false;
public bool UseLegacyChannel = false;
//Cached config hash //Cached config hash
private byte[] ConfigHash = null; private byte[] ConfigHash = null;
@ -74,7 +73,6 @@ namespace MLAPI
writer.Write(EncryptMessages); writer.Write(EncryptMessages);
writer.Write(AllowPassthroughMessages); writer.Write(AllowPassthroughMessages);
writer.Write(EnableSceneSwitching); writer.Write(EnableSceneSwitching);
writer.Write(UseLegacyChannel);
} }
using(SHA256Managed sha256 = new SHA256Managed()) using(SHA256Managed sha256 = new SHA256Managed())
{ {

@ -106,15 +106,7 @@ namespace MLAPI
ConnectionConfig cConfig = new ConnectionConfig(); ConnectionConfig cConfig = new ConnectionConfig();
//MLAPI channels and messageTypes //MLAPI channels and messageTypes
NetworkConfig.Channels.Add("MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", QosType.ReliableFragmentedSequenced);
//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_POSITION_UPDATE", QosType.StateUpdate); NetworkConfig.Channels.Add("MLAPI_POSITION_UPDATE", QosType.StateUpdate);
NetworkConfig.Channels.Add("MLAPI_ANIMATION_UPDATE", QosType.ReliableSequenced); NetworkConfig.Channels.Add("MLAPI_ANIMATION_UPDATE", QosType.ReliableSequenced);
MessageManager.messageTypes.Add("MLAPI_CONNECTION_REQUEST", 0); MessageManager.messageTypes.Add("MLAPI_CONNECTION_REQUEST", 0);
@ -179,18 +171,6 @@ namespace MLAPI
return cConfig; 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) public void StartServer(NetworkingConfiguration netConfig)
{ {
ConnectionConfig cConfig = Init(netConfig); ConnectionConfig cConfig = Init(netConfig);

@ -47,15 +47,8 @@ namespace MLAPI.NetworkingManagerComponents
isSwitching = true; isSwitching = true;
lastScene = SceneManager.GetActiveScene(); lastScene = SceneManager.GetActiveScene();
AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive); AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
#if !UNITY_5
sceneLoad.completed += OnSceneLoaded; 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(MemoryStream stream = new MemoryStream(4))
{ {
using (BinaryWriter writer = new BinaryWriter(stream)) using (BinaryWriter writer = new BinaryWriter(stream))
@ -80,15 +73,7 @@ namespace MLAPI.NetworkingManagerComponents
} }
lastScene = SceneManager.GetActiveScene(); lastScene = SceneManager.GetActiveScene();
AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(sceneIndexToString[sceneIndex], LoadSceneMode.Additive); AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(sceneIndexToString[sceneIndex], LoadSceneMode.Additive);
#if !UNITY_5
sceneLoad.completed += OnSceneLoaded; 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) private static void OnSceneLoaded(AsyncOperation operation)
@ -101,15 +86,7 @@ namespace MLAPI.NetworkingManagerComponents
SceneManager.MoveGameObjectToScene(objectsToKeep[i].gameObject, nextScene); SceneManager.MoveGameObjectToScene(objectsToKeep[i].gameObject, nextScene);
} }
AsyncOperation sceneLoad = SceneManager.UnloadSceneAsync(lastScene); AsyncOperation sceneLoad = SceneManager.UnloadSceneAsync(lastScene);
#if !UNITY_5
sceneLoad.completed += OnSceneUnload; 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) private static void OnSceneUnload(AsyncOperation operation)