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Removed Unity 5 support
1 parent 8e19568 commit b93aa3a

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3 files changed

+2
-47
lines changed

3 files changed

+2
-47
lines changed

MLAPI/Data/NetworkingConfiguration.cs

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -32,7 +32,6 @@ public class NetworkingConfiguration
3232
public bool EncryptMessages = false;
3333
public bool AllowPassthroughMessages = true;
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public bool EnableSceneSwitching = false;
35-
public bool UseLegacyChannel = false;
3635

3736
//Cached config hash
3837
private byte[] ConfigHash = null;
@@ -74,7 +73,6 @@ public byte[] GetConfig(bool cache = true)
7473
writer.Write(EncryptMessages);
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writer.Write(AllowPassthroughMessages);
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writer.Write(EnableSceneSwitching);
77-
writer.Write(UseLegacyChannel);
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}
7977
using(SHA256Managed sha256 = new SHA256Managed())
8078
{

MLAPI/MonoBehaviours/Core/NetworkingManager.cs

Lines changed: 1 addition & 21 deletions
Original file line numberDiff line numberDiff line change
@@ -106,15 +106,7 @@ private ConnectionConfig Init(NetworkingConfiguration netConfig)
106106
ConnectionConfig cConfig = new ConnectionConfig();
107107

108108
//MLAPI channels and messageTypes
109-
110-
//Legacy channel. ReliableFragmentedSequenced doesn't exist in older Unity versions.
111-
if(NetworkConfig.UseLegacyChannel)
112-
NetworkConfig.Channels.Add("MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", QosType.ReliableSequenced);
113-
#if !UNITY_5 //Unity 5.6 has confirmed to not have the ReliableFragmentedSequenced channel type.
114-
else
115-
NetworkConfig.Channels.Add("MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", QosType.ReliableFragmentedSequenced);
116-
#endif
117-
109+
NetworkConfig.Channels.Add("MLAPI_RELIABLE_FRAGMENTED_SEQUENCED", QosType.ReliableFragmentedSequenced);
118110
NetworkConfig.Channels.Add("MLAPI_POSITION_UPDATE", QosType.StateUpdate);
119111
NetworkConfig.Channels.Add("MLAPI_ANIMATION_UPDATE", QosType.ReliableSequenced);
120112
MessageManager.messageTypes.Add("MLAPI_CONNECTION_REQUEST", 0);
@@ -179,18 +171,6 @@ private ConnectionConfig Init(NetworkingConfiguration netConfig)
179171
return cConfig;
180172
}
181173

182-
#if UNITY_5
183-
internal IEnumerator WaitForSceneSwitch(AsyncOperation operation, Action callback)
184-
{
185-
while(!operation.isDone)
186-
{
187-
yield return null;
188-
}
189-
callback();
190-
}
191-
#endif
192-
193-
194174
public void StartServer(NetworkingConfiguration netConfig)
195175
{
196176
ConnectionConfig cConfig = Init(netConfig);

MLAPI/NetworkingManagerComponents/NetworkSceneManager.cs

Lines changed: 1 addition & 24 deletions
Original file line numberDiff line numberDiff line change
@@ -47,15 +47,8 @@ public static void SwitchScene(string sceneName)
4747
isSwitching = true;
4848
lastScene = SceneManager.GetActiveScene();
4949
AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
50-
#if !UNITY_5
5150
sceneLoad.completed += OnSceneLoaded;
52-
#else
53-
NetworkingManager.singleton.StartCoroutine(NetworkingManager.singleton.WaitForSceneSwitch(sceneLoad, () =>
54-
{
55-
//This block runs when scene switch is done.
56-
OnSceneLoaded(sceneLoad);
57-
}));
58-
#endif
51+
5952
using(MemoryStream stream = new MemoryStream(4))
6053
{
6154
using (BinaryWriter writer = new BinaryWriter(stream))
@@ -80,15 +73,7 @@ internal static void OnSceneSwitch(uint sceneIndex)
8073
}
8174
lastScene = SceneManager.GetActiveScene();
8275
AsyncOperation sceneLoad = SceneManager.LoadSceneAsync(sceneIndexToString[sceneIndex], LoadSceneMode.Additive);
83-
#if !UNITY_5
8476
sceneLoad.completed += OnSceneLoaded;
85-
#else
86-
NetworkingManager.singleton.StartCoroutine(NetworkingManager.singleton.WaitForSceneSwitch(sceneLoad, () =>
87-
{
88-
//This block runs when scene switch is done.
89-
OnSceneLoaded(sceneLoad);
90-
}));
91-
#endif
9277
}
9378

9479
private static void OnSceneLoaded(AsyncOperation operation)
@@ -101,15 +86,7 @@ private static void OnSceneLoaded(AsyncOperation operation)
10186
SceneManager.MoveGameObjectToScene(objectsToKeep[i].gameObject, nextScene);
10287
}
10388
AsyncOperation sceneLoad = SceneManager.UnloadSceneAsync(lastScene);
104-
#if !UNITY_5
10589
sceneLoad.completed += OnSceneUnload;
106-
#else
107-
NetworkingManager.singleton.StartCoroutine(NetworkingManager.singleton.WaitForSceneSwitch(sceneLoad, () =>
108-
{
109-
//This block runs when scene switch is done.
110-
OnSceneUnload(sceneLoad);
111-
}));
112-
#endif
11390
}
11491

11592
private static void OnSceneUnload(AsyncOperation operation)

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