Author Topic: future Tnet direction questions  (Read 2463 times)

phoenix

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future Tnet direction questions
« on: January 20, 2017, 07:04:52 PM »
1) WebSockets ever/WebGL support? Forge has it, Unity has it, Photon has it,  the only reason for it is webgl, any chance you will ever add it so that TNet supports webgl?

2) Can you refactor the TNManager to move the loadlevel and loadlevel async to one function only?
I have my own custom loadlevel system and need to rewrite that code every upgrade and it is in lots of functions within TNManager making it a little tedious.

3) you previously mentioned being able to serialize the compiled runtime back to the editor scene
http://www.tasharen.com/forum/index.php?topic=14156.msg64968#msg64968
now I am using this asset
https://www.assetstore.unity3d.com/en/#!/content/61863
to accomplish it but I am interested in your solution as part of a full debugging system.

ArenMook

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Re: future Tnet direction questions
« Reply #1 on: January 23, 2017, 08:37:38 AM »
1. I haven't looked into what would be involved. Main reason being my current game I'm working on targets Steam and there is no need for WebGL. There was a 3rd party asset that allowed it I think... Good Ol' Sockets? Something like that I believe.

2. Done. Attached.

3. I haven't considered using that for debugging purposes. It's main purpose is to be able to save the game object hierarchy into a file so you can load it later (for player mods, basically). I imagine overhead for doing serialization in real time would be quite tremendous. Could be done though I suppose. Given a string path in an RFC function, I'd use use a get hierarchy function to get the game object, DataNode-serialize it into a binary stream (compressed would be too much for a real-time scenario), and send this stream back to the requesting client via another RFC that accepts a byte[] as well as the string path. I'd then repeat the find get function call to get the game object and deserialize the DataNode from the byte array.

phoenix

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Re: future Tnet direction questions
« Reply #2 on: February 06, 2017, 06:08:34 PM »
If you might want to reconsider web sockets they are part of unity now.
I tested on device, ios, android, webgl, mac, windows and all work.
It seems like it might be straightforward to include this in TNet

https://www.assetstore.unity3d.com/en/#!/content/38367


Also, how can I be added to the git for Tnet?

ArenMook

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Re: future Tnet direction questions
« Reply #3 on: February 06, 2017, 07:14:58 PM »
Github repository access comes with the Pro license, just like NGUI -- with the licensee letting me know their github user name and me granting them access.