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Question by BraindeadGamesLLC · Jul 11, 2019 at 02:17 PM · networkingnetworkunityeditor

Upgrading from Legacy Networking to new networking 2019.1

I am struggling for a few days now getting my asset from 2017.4 to 2019.1 and new version support.

I have fixed all non networking issues but I have no idea how to fix the networking issues since the legacy networking was removed.

I can no where find any information about the new networking but a colleague found a Github folder with the under development network code.

Since my C# knowledge is very low am I unable to get it setup without proper documentation.

I hope some people here can help me fixing the problems I have.

I will post down below the code I need help with.

 if !(UNITY_METRO || UNITY_WP8 || UNITY_NACL_CHROME || UNITY_WEBGL)
         /// <summary>Called on the client when the connection was lost or you disconnected from the server.</summary>
         public virtual void OnDisconnectedFromServer(NetworkDisconnection info) { }
 
         /// <summary>Called on the client when a connection attempt fails for some reason.</summary>
         public virtual void OnFailedToConnect(NetworkConnectionError error) { }
 
         /// <summary>Called on clients or servers when there is a problem connecting to the MasterServer.</summary>
         public virtual void OnFailedToConnectToMasterServer(NetworkConnectionError info) { }
 
         /// <summary>Called on clients or servers when reporting events from the MasterServer.</summary>
         public virtual void OnMasterServerEvent(MasterServerEvent msEvent) { }
 
         /// <summary>Called on objects which have been network instantiated with Network Instantiate.</summary>
         public virtual void OnNetworkInstantiate(NetworkMessageInfo info) { }
 
         /// <summary>Called on the server whenever a new player has successfully connected.</summary>
         public virtual void OnPlayerConnected(NetworkPlayer player) { }
 
         /// <summary>Called on the server whenever a player disconnected from the server.</summary>
         public virtual void OnPlayerDisconnected(NetworkPlayer player) { }
 
         /// <summary>Used to customize synchronization of variables in a script watched by a network view.</summary>
         public virtual void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) { }
 #endif
     }
 }

Thats one of the 3 scripts that have troubles.

 #if !(UNITY_METRO || UNITY_WP8 || UNITY_NACL_CHROME || UNITY_WEBGL)
 
         Subject<NetworkDisconnection> onDisconnectedFromServer;
 
         /// <summary>Called on the client when the connection was lost or you disconnected from the server.</summary>
         public override void OnDisconnectedFromServer(NetworkDisconnection info)
         {
             if (onDisconnectedFromServer != null) onDisconnectedFromServer.OnNext(info);
         }
 
         /// <summary>Called on the client when the connection was lost or you disconnected from the server.</summary>
         public IObservable<NetworkDisconnection> OnDisconnectedFromServerAsObservable()
         {
             return onDisconnectedFromServer ?? (onDisconnectedFromServer = new Subject<NetworkDisconnection>());
         }
 
         Subject<NetworkConnectionError> onFailedToConnect;
 
         /// <summary>Called on the client when a connection attempt fails for some reason.</summary>
         public override void OnFailedToConnect(NetworkConnectionError error)
         {
             if (onFailedToConnect != null) onFailedToConnect.OnNext(error);
         }
 
         /// <summary>Called on the client when a connection attempt fails for some reason.</summary>
         public IObservable<NetworkConnectionError> OnFailedToConnectAsObservable()
         {
             return onFailedToConnect ?? (onFailedToConnect = new Subject<NetworkConnectionError>());
         }
 
         Subject<NetworkConnectionError> onFailedToConnectToMasterServer;
 
         /// <summary>Called on clients or servers when there is a problem connecting to the MasterServer.</summary>
         public override void OnFailedToConnectToMasterServer(NetworkConnectionError info)
         {
             if (onFailedToConnectToMasterServer != null) onFailedToConnectToMasterServer.OnNext(info);
         }
 
         /// <summary>Called on clients or servers when there is a problem connecting to the MasterServer.</summary>
         public IObservable<NetworkConnectionError> OnFailedToConnectToMasterServerAsObservable()
         {
             return onFailedToConnectToMasterServer ?? (onFailedToConnectToMasterServer = new Subject<NetworkConnectionError>());
         }
 
         Subject<MasterServerEvent> onMasterServerEvent;
 
         /// <summary>Called on clients or servers when reporting events from the MasterServer.</summary>
         public override void OnMasterServerEvent(MasterServerEvent msEvent)
         {
             if (onMasterServerEvent != null) onMasterServerEvent.OnNext(msEvent);
         }
 
         /// <summary>Called on clients or servers when reporting events from the MasterServer.</summary>
         public IObservable<MasterServerEvent> OnMasterServerEventAsObservable()
         {
             return onMasterServerEvent ?? (onMasterServerEvent = new Subject<MasterServerEvent>());
         }
 
         Subject<NetworkMessageInfo> onNetworkInstantiate;
 
         /// <summary>Called on objects which have been network instantiated with Network.Instantiate.</summary>
         public override void OnNetworkInstantiate(NetworkMessageInfo info)
         {
             if (onNetworkInstantiate != null) onNetworkInstantiate.OnNext(info);
         }
 
         /// <summary>Called on objects which have been network instantiated with Network.Instantiate.</summary>
         public IObservable<NetworkMessageInfo> OnNetworkInstantiateAsObservable()
         {
             return onNetworkInstantiate ?? (onNetworkInstantiate = new Subject<NetworkMessageInfo>());
         }
 
         Subject<NetworkPlayer> onPlayerConnected;
 
         /// <summary>Called on the server whenever a new player has successfully connected.</summary>
         public override void OnPlayerConnected(NetworkPlayer player)
         {
             if (onPlayerConnected != null) onPlayerConnected.OnNext(player);
         }
 
         /// <summary>Called on the server whenever a new player has successfully connected.</summary>
         public IObservable<NetworkPlayer> OnPlayerConnectedAsObservable()
         {
             return onPlayerConnected ?? (onPlayerConnected = new Subject<NetworkPlayer>());
         }
 
         Subject<NetworkPlayer> onPlayerDisconnected;
 
         /// <summary>Called on the server whenever a player disconnected from the server.</summary>
         public override void OnPlayerDisconnected(NetworkPlayer player)
         {
             if (onPlayerDisconnected != null) onPlayerDisconnected.OnNext(player);
         }
 
         /// <summary>Called on the server whenever a player disconnected from the server.</summary>
         public IObservable<NetworkPlayer> OnPlayerDisconnectedAsObservable()
         {
             return onPlayerDisconnected ?? (onPlayerDisconnected = new Subject<NetworkPlayer>());
         }
 
         Subject<Tuple<BitStream, NetworkMessageInfo>> onSerializeNetworkView;
 
         /// <summary>Used to customize synchronization of variables in a script watched by a network view.</summary>
         public override void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info)
         {
             if (onSerializeNetworkView != null) onSerializeNetworkView.OnNext(Tuple.Create(stream, info));
         }
 
         /// <summary>Used to customize synchronization of variables in a script watched by a network view.</summary>
         public IObservable<Tuple<BitStream, NetworkMessageInfo>> OnSerializeNetworkViewAsObservable()
         {
             return onSerializeNetworkView ?? (onSerializeNetworkView = new Subject<Tuple<BitStream, NetworkMessageInfo>>());
         }
 
 #endif
     }
 }
 

Thats the second script.

    public class uFrameNetworkComponent : NetworkBehaviour, IDisposableContainer

Thats the last conflicting code which plays in NetworkBegaviour.

It would be awesome if some of you can help me fixing this!

Thanks!!

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