Ruslan Pyrch
Ruslan Pyrch
> > Owner > > I don't use threads, just use async so that client requests don't have to wait for each other. Still the same thread but not waiting...
@vanhaodev it doesn't. This is different approach that need much different architecture
@vanhaodev you need to learn MMORPG server architectures of released games. They will not wait for each other's task. If you really have long tasks (like request from DB) you...
@widewing this is more upnp problem. Currently it's not supported.
Hi. There is already similar mechanism inside HumanControllerLoigc - [SendRequest](https://revenantx.github.io/LiteEntitySystem/api/LiteEntitySystem.HumanControllerLogic.html#LiteEntitySystem_HumanControllerLogic_SendRequest__1___0_) And [SubscribeToClientRequestStruct/SubscribeToClientRequest](https://revenantx.github.io/LiteEntitySystem/api/LiteEntitySystem.HumanControllerLogic.html#LiteEntitySystem_HumanControllerLogic_SubscribeToClientRequestStruct__1_System_Func___0_System_Boolean__) I will not call this like RPC because it also uses similar technique using ReliableOrdered channel which can...
@ltwlf i planned to add more complete Client->Server RPCs. But for stability of game logic and correct prediction/and confirmation they should be included into input packets. And they possibly will...
I need some time to think, currently i'm a bit busy because of daily work. I will look closer on weekends
@StephenHodgson you can build Mac on Windows (Mono) but not iOS. Because iOS is 64bit only - you need IL2CPP and XCode to actually build iOS application.  As you...
@ltwlf i use BindOnChange because it work for IL2CPP (and possibly for some AOT things in future) inside Unity. IL2CPP need to know all generic types that will be used...
@ashyEmmm how you can trigger NetworkReceiveEvent without ConnectRequest and Connected events?