diff --git a/Assets/Mirror/Authenticators/BasicAuthenticator.cs b/Assets/Mirror/Authenticators/BasicAuthenticator.cs
index 6a89e7a7a..56f899dd4 100644
--- a/Assets/Mirror/Authenticators/BasicAuthenticator.cs
+++ b/Assets/Mirror/Authenticators/BasicAuthenticator.cs
@@ -151,10 +151,6 @@ public override void OnClientAuthenticate()
NetworkClient.connection.Send(authRequestMessage);
}
- // Deprecated 2021-04-29
- [Obsolete("Call OnAuthResponseMessage without the NetworkConnection parameter. It always points to NetworkClient.connection anyway.")]
- public void OnAuthResponseMessage(NetworkConnection conn, AuthResponseMessage msg) => OnAuthResponseMessage(msg);
-
///
/// Called on client when the server's AuthResponseMessage arrives
///
diff --git a/Assets/Mirror/CompilerSymbols/PreprocessorDefine.cs b/Assets/Mirror/CompilerSymbols/PreprocessorDefine.cs
index 8fbbd931c..070f730d8 100644
--- a/Assets/Mirror/CompilerSymbols/PreprocessorDefine.cs
+++ b/Assets/Mirror/CompilerSymbols/PreprocessorDefine.cs
@@ -36,7 +36,8 @@ public static void AddDefineSymbols()
"MIRROR_42_0_OR_NEWER",
"MIRROR_43_0_OR_NEWER",
"MIRROR_44_0_OR_NEWER",
- "MIRROR_46_0_OR_NEWER"
+ "MIRROR_46_0_OR_NEWER",
+ "MIRROR_47_0_OR_NEWER"
};
// only touch PlayerSettings if we actually modified it.
diff --git a/Assets/Mirror/Components/NetworkProximityChecker.cs b/Assets/Mirror/Components/NetworkProximityChecker.cs
index 81e6b5500..903dcb495 100644
--- a/Assets/Mirror/Components/NetworkProximityChecker.cs
+++ b/Assets/Mirror/Components/NetworkProximityChecker.cs
@@ -27,18 +27,6 @@ public class NetworkProximityChecker : NetworkVisibility
[Tooltip("How often (in seconds) that this object should update the list of observers that can see it.")]
public float visUpdateInterval = 1;
- ///
- /// Flag to force this object to be hidden for players.
- /// If this object is a player object, it will not be hidden for that player.
- ///
- // Deprecated 2021-02-17
- [Obsolete("Use NetworkIdentity.visible mode instead of forceHidden!")]
- public bool forceHidden
- {
- get => netIdentity.visible == Visibility.ForceHidden;
- set => netIdentity.visible = value ? Visibility.ForceHidden : Visibility.Default;
- }
-
public override void OnStartServer()
{
InvokeRepeating(nameof(RebuildObservers), 0, visUpdateInterval);
@@ -61,9 +49,6 @@ void RebuildObservers()
/// True if the player can see this object.
public override bool OnCheckObserver(NetworkConnection conn)
{
- if (forceHidden)
- return false;
-
return Vector3.Distance(conn.identity.transform.position, transform.position) < visRange;
}
@@ -76,9 +61,6 @@ public override bool OnCheckObserver(NetworkConnection conn)
public override void OnRebuildObservers(HashSet observers, bool initialize)
{
// if force hidden then return without adding any observers.
- if (forceHidden)
- return;
-
// 'transform.' calls GetComponent, only do it once
Vector3 position = transform.position;
diff --git a/Assets/Mirror/Runtime/ClientScene.cs b/Assets/Mirror/Runtime/ClientScene.cs
deleted file mode 100644
index d84ae21f3..000000000
--- a/Assets/Mirror/Runtime/ClientScene.cs
+++ /dev/null
@@ -1,95 +0,0 @@
-// moved into NetworkClient on 2021-03-07
-using System;
-using System.Collections.Generic;
-using UnityEngine;
-using Guid = System.Guid;
-
-namespace Mirror
-{
- // Deprecated 2021-03-07
- [Obsolete("Use NetworkClient instead")]
- public static class ClientScene
- {
- [Obsolete("ClientScene.localPlayer was moved to NetworkClient.localPlayer")]
- public static NetworkIdentity localPlayer
- {
- get { return NetworkClient.localPlayer; }
- set { NetworkClient.localPlayer = value; }
- }
-
- [Obsolete("ClientScene.ready was moved to NetworkClient.ready")]
- public static bool ready
- {
- get { return NetworkClient.ready; }
- set { NetworkClient.ready = value; }
- }
-
- [Obsolete("ClientScene.readyConnection was moved to NetworkClient.readyConnection")]
- public static NetworkConnection readyConnection
- {
- get { return NetworkClient.readyConnection; }
- set { NetworkClient.connection = value; }
- }
-
- [Obsolete("ClientScene.prefabs was moved to NetworkClient.prefabs")]
- public static Dictionary prefabs => NetworkClient.prefabs;
-
- // add player //////////////////////////////////////////////////////////
- [Obsolete("ClientScene.AddPlayer was moved to NetworkClient.AddPlayer")]
- public static bool AddPlayer(NetworkConnection readyConn) => NetworkClient.AddPlayer(readyConn);
-
- // ready ///////////////////////////////////////////////////////////////
- [Obsolete("ClientScene.Ready was moved to NetworkClient.Ready")]
- public static bool Ready(NetworkConnection conn) => NetworkClient.Ready(conn);
-
- [Obsolete("ClientScene.PrepareToSpawnSceneObjects was moved to NetworkClient.PrepareToSpawnSceneObjects")]
- public static void PrepareToSpawnSceneObjects() => NetworkClient.PrepareToSpawnSceneObjects();
-
- // spawnable prefabs ///////////////////////////////////////////////////
- [Obsolete("ClientScene.GetPrefab was moved to NetworkClient.GetPrefab")]
- public static bool GetPrefab(Guid assetId, out GameObject prefab) => NetworkClient.GetPrefab(assetId, out prefab);
-
- [Obsolete("ClientScene.RegisterPrefab was moved to NetworkClient.RegisterPrefab")]
- public static void RegisterPrefab(GameObject prefab, Guid newAssetId) => NetworkClient.RegisterPrefab(prefab, newAssetId);
-
- [Obsolete("ClientScene.RegisterPrefab was moved to NetworkClient.RegisterPrefab")]
- public static void RegisterPrefab(GameObject prefab) => NetworkClient.RegisterPrefab(prefab);
-
- [Obsolete("ClientScene.RegisterPrefab was moved to NetworkClient.RegisterPrefab")]
- public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) =>
- NetworkClient.RegisterPrefab(prefab, newAssetId, spawnHandler, unspawnHandler);
-
- [Obsolete("ClientScene.RegisterPrefab was moved to NetworkClient.RegisterPrefab")]
- public static void RegisterPrefab(GameObject prefab, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) =>
- NetworkClient.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
-
- [Obsolete("ClientScene.RegisterPrefab was moved to NetworkClient.RegisterPrefab")]
- public static void RegisterPrefab(GameObject prefab, Guid newAssetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) =>
- NetworkClient.RegisterPrefab(prefab, newAssetId, spawnHandler, unspawnHandler);
-
- [Obsolete("ClientScene.RegisterPrefab was moved to NetworkClient.RegisterPrefab")]
- public static void RegisterPrefab(GameObject prefab, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) =>
- NetworkClient.RegisterPrefab(prefab, spawnHandler, unspawnHandler);
-
- [Obsolete("ClientScene.UnregisterPrefab was moved to NetworkClient.UnregisterPrefab")]
- public static void UnregisterPrefab(GameObject prefab) => NetworkClient.UnregisterPrefab(prefab);
-
- // spawn handlers //////////////////////////////////////////////////////
- [Obsolete("ClientScene.RegisterSpawnHandler was moved to NetworkClient.RegisterSpawnHandler")]
- public static void RegisterSpawnHandler(Guid assetId, SpawnDelegate spawnHandler, UnSpawnDelegate unspawnHandler) =>
- NetworkClient.RegisterSpawnHandler(assetId, spawnHandler, unspawnHandler);
-
- [Obsolete("ClientScene.RegisterSpawnHandler was moved to NetworkClient.RegisterSpawnHandler")]
- public static void RegisterSpawnHandler(Guid assetId, SpawnHandlerDelegate spawnHandler, UnSpawnDelegate unspawnHandler) =>
- NetworkClient.RegisterSpawnHandler(assetId, spawnHandler, unspawnHandler);
-
- [Obsolete("ClientScene.UnregisterSpawnHandler was moved to NetworkClient.UnregisterSpawnHandler")]
- public static void UnregisterSpawnHandler(Guid assetId) => NetworkClient.UnregisterSpawnHandler(assetId);
-
- [Obsolete("ClientScene.ClearSpawners was moved to NetworkClient.ClearSpawners")]
- public static void ClearSpawners() => NetworkClient.ClearSpawners();
-
- [Obsolete("ClientScene.DestroyAllClientObjects was moved to NetworkClient.DestroyAllClientObjects")]
- public static void DestroyAllClientObjects() => NetworkClient.DestroyAllClientObjects();
- }
-}
diff --git a/Assets/Mirror/Runtime/Empty/ClientScene.cs b/Assets/Mirror/Runtime/Empty/ClientScene.cs
new file mode 100644
index 000000000..0d1b96e78
--- /dev/null
+++ b/Assets/Mirror/Runtime/Empty/ClientScene.cs
@@ -0,0 +1 @@
+// moved into NetworkClient on 2021-03-07
diff --git a/Assets/Mirror/Runtime/ClientScene.cs.meta b/Assets/Mirror/Runtime/Empty/ClientScene.cs.meta
similarity index 100%
rename from Assets/Mirror/Runtime/ClientScene.cs.meta
rename to Assets/Mirror/Runtime/Empty/ClientScene.cs.meta
diff --git a/Assets/Mirror/Runtime/Messages.cs b/Assets/Mirror/Runtime/Messages.cs
index eb3cbefd1..6ea2424e5 100644
--- a/Assets/Mirror/Runtime/Messages.cs
+++ b/Assets/Mirror/Runtime/Messages.cs
@@ -3,14 +3,6 @@
namespace Mirror
{
- // Deprecated 2020-10-06
- [Obsolete("Implement NetworkMessage instead. Use extension methods instead of Serialize/Deserialize, see https://github.com/vis2k/Mirror/pull/2317", true)]
- public interface IMessageBase {}
-
- // Deprecated 2020-10-06
- [Obsolete("Implement NetworkMessage instead. Use extension methods instead of Serialize/Deserialize, see https://github.com/vis2k/Mirror/pull/2317", true)]
- public class MessageBase : IMessageBase {}
-
public struct ReadyMessage : NetworkMessage {}
public struct NotReadyMessage : NetworkMessage {}
diff --git a/Assets/Mirror/Runtime/NetworkAuthenticator.cs b/Assets/Mirror/Runtime/NetworkAuthenticator.cs
index e980a8911..c23371520 100644
--- a/Assets/Mirror/Runtime/NetworkAuthenticator.cs
+++ b/Assets/Mirror/Runtime/NetworkAuthenticator.cs
@@ -44,26 +44,14 @@ public virtual void OnStartClient() {}
/// Called when client stops, used to unregister message handlers if needed.
public virtual void OnStopClient() {}
- // Deprecated 2021-03-13
- [Obsolete("Remove the NetworkConnection parameter from your override and use NetworkClient.connection instead")]
- public virtual void OnClientAuthenticate(NetworkConnection conn) => OnClientAuthenticate();
-
/// Called on client from OnClientAuthenticateInternal when a client needs to authenticate
public abstract void OnClientAuthenticate();
- // Deprecated 2021-03-13
- [Obsolete("Remove the NetworkConnection parameter from your override and use NetworkClient.connection instead")]
- protected void ClientAccept(NetworkConnection conn) => ClientAccept();
-
protected void ClientAccept()
{
OnClientAuthenticated.Invoke(NetworkClient.connection);
}
- // Deprecated 2021-03-13
- [Obsolete("Remove the NetworkConnection parameter from your override and use NetworkClient.connection instead")]
- protected void ClientReject(NetworkConnection conn) => ClientReject();
-
protected void ClientReject()
{
// Set this on the client for local reference
diff --git a/Assets/Mirror/Runtime/NetworkClient.cs b/Assets/Mirror/Runtime/NetworkClient.cs
index f942d3622..5ef9daabc 100644
--- a/Assets/Mirror/Runtime/NetworkClient.cs
+++ b/Assets/Mirror/Runtime/NetworkClient.cs
@@ -39,12 +39,6 @@ public static class NetworkClient
// way better for security if we can check states in callbacks
public static bool ready;
- /// The NetworkConnection object that is currently "ready".
- // TODO this is from UNET. it's redundant and we should probably obsolete it.
- // Deprecated 2021-03-10
- [Obsolete("NetworkClient.readyConnection is redundant. Use NetworkClient.connection and use NetworkClient.ready to check if it's ready.")]
- public static NetworkConnection readyConnection => ready ? connection : null;
-
/// NetworkIdentity of the localPlayer
public static NetworkIdentity localPlayer { get; internal set; }
@@ -68,9 +62,6 @@ public static class NetworkClient
/// True if client is running in host mode.
public static bool isHostClient => connection is LocalConnectionToServer;
- // Deprecated 2021-05-26
- [Obsolete("isLocalClient was renamed to isHostClient because that's what it actually means.")]
- public static bool isLocalClient => isHostClient;
// OnConnected / OnDisconnected used to be NetworkMessages that were
// invoked. this introduced a bug where external clients could send
@@ -248,23 +239,6 @@ public static void Disconnect()
// connection = null;
}
- /// Disconnect host mode.
- // this is needed to call DisconnectMessage for the host client too.
- // Deprecated 2021-05-11
- [Obsolete("Call NetworkClient.Disconnect() instead. Nobody should use DisconnectLocalServer.")]
- public static void DisconnectLocalServer()
- {
- // only if host connection is running
- if (NetworkServer.localConnection != null)
- {
- // TODO ConnectLocalServer manually sends a ConnectMessage to the
- // local connection. should we send a DisconnectMessage here too?
- // (if we do then we get an Unknown Message ID log)
- //NetworkServer.localConnection.Send(new DisconnectMessage());
- NetworkServer.OnTransportDisconnected(NetworkServer.localConnection.connectionId);
- }
- }
-
// transport events ////////////////////////////////////////////////////
// called by Transport
static void OnTransportConnected()
@@ -460,20 +434,6 @@ public static void Send(T message, int channelId = Channels.Reliable)
}
// message handlers ////////////////////////////////////////////////////
- /// Register a handler for a message type T. Most should require authentication.
- // Deprecated 2021-03-13
- [Obsolete("Use RegisterHandler version without NetworkConnection parameter. It always points to NetworkClient.connection anyway.")]
- public static void RegisterHandler(Action handler, bool requireAuthentication = true)
- where T : struct, NetworkMessage
- {
- ushort msgType = MessagePacking.GetId();
- if (handlers.ContainsKey(msgType))
- {
- Debug.LogWarning($"NetworkClient.RegisterHandler replacing handler for {typeof(T).FullName}, id={msgType}. If replacement is intentional, use ReplaceHandler instead to avoid this warning.");
- }
- handlers[msgType] = MessagePacking.WrapHandler(handler, requireAuthentication);
- }
-
/// Register a handler for a message type T. Most should require authentication.
public static void RegisterHandler(Action handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
@@ -961,10 +921,6 @@ public static bool Ready()
return true;
}
- // Deprecated 2021-03-13
- [Obsolete("NetworkClient.Ready doesn't need a NetworkConnection parameter anymore. It always uses NetworkClient.connection anyway.")]
- public static bool Ready(NetworkConnection conn) => Ready();
-
// add player //////////////////////////////////////////////////////////
// called from message handler for Owner message
internal static void InternalAddPlayer(NetworkIdentity identity)
@@ -1017,10 +973,6 @@ public static bool AddPlayer()
return true;
}
- // Deprecated 2021-03-13
- [Obsolete("NetworkClient.AddPlayer doesn't need a NetworkConnection parameter anymore. It always uses NetworkClient.connection anyway.")]
- public static bool AddPlayer(NetworkConnection readyConn) => AddPlayer();
-
// spawning ////////////////////////////////////////////////////////////
internal static void ApplySpawnPayload(NetworkIdentity identity, SpawnMessage message)
{
@@ -1398,11 +1350,6 @@ internal static void NetworkLateUpdate()
Transport.activeTransport.ClientLateUpdate();
}
- // obsolete to not break people's projects. Update was public.
- // Deprecated 2021-03-02
- [Obsolete("NetworkClient.Update is now called internally from our custom update loop. No need to call Update manually anymore.")]
- public static void Update() => NetworkLateUpdate();
-
// shutdown ////////////////////////////////////////////////////////////
/// Destroys all networked objects on the client.
// Note: NetworkServer.CleanupNetworkIdentities does the same on server.
diff --git a/Assets/Mirror/Runtime/NetworkManager.cs b/Assets/Mirror/Runtime/NetworkManager.cs
index 56e1815b4..443df4a10 100644
--- a/Assets/Mirror/Runtime/NetworkManager.cs
+++ b/Assets/Mirror/Runtime/NetworkManager.cs
@@ -23,7 +23,7 @@ public class NetworkManager : MonoBehaviour
[Tooltip("Should the Network Manager object be persisted through scene changes?")]
public bool dontDestroyOnLoad = true;
- // Deprecated 2021-03-10
+ // Deprecated 2021-03-10
// Temporary bool to allow Network Manager to persist to offline scene
// Based on Discord convo, BigBox is invoking StopHost in startup sequence, bouncing the server and clients back to offline scene, which resets Network Manager.
// Request is for a checkbox to persist Network Manager to offline scene, despite the collision and warning.
@@ -31,7 +31,7 @@ public class NetworkManager : MonoBehaviour
[Tooltip("Should the Network Manager object be persisted through scene change to the offline scene?")]
public bool PersistNetworkManagerToOfflineScene;
- /// Multiplayer games should always run in the background so the network doesn't time out.
+ /// Multiplayer games should always run in the background so the network doesn't time out.
[FormerlySerializedAs("m_RunInBackground")]
[Tooltip("Multiplayer games should always run in the background so the network doesn't time out.")]
public bool runInBackground = true;
@@ -74,14 +74,6 @@ public class NetworkManager : MonoBehaviour
[Tooltip("Maximum number of concurrent connections.")]
public int maxConnections = 100;
- // Deprecated 2021-05-10
- [Obsolete("Transport is responsible for timeouts.")]
- public bool disconnectInactiveConnections;
-
- // Deprecated 2021-05-10
- [Obsolete("Transport is responsible for timeouts. Configure the Transport's timeout setting instead.")]
- public float disconnectInactiveTimeout = 60f;
-
[Header("Authentication")]
[Tooltip("Authentication component attached to this object")]
public NetworkAuthenticator authenticator;
@@ -257,12 +249,6 @@ void SetupServer()
ConfigureHeadlessFrameRate();
- // Copy auto-disconnect settings to NetworkServer
-#pragma warning disable 618
- NetworkServer.disconnectInactiveTimeout = disconnectInactiveTimeout;
- NetworkServer.disconnectInactiveConnections = disconnectInactiveConnections;
-#pragma warning restore 618
-
// start listening to network connections
NetworkServer.Listen(maxConnections);
@@ -646,7 +632,7 @@ public virtual void OnApplicationQuit()
}
}
- // DEPRECATED 2021-07-21
+ // Deprecated 2021-07-21
[Obsolete("Renamed to ConfigureHeadlessFrameRate()")]
public virtual void ConfigureServerFrameRate() {}
@@ -1246,10 +1232,6 @@ public virtual void OnServerAddPlayer(NetworkConnection conn)
NetworkServer.AddPlayerForConnection(conn, player);
}
- // Deprecated 2021-02-13
- [Obsolete("OnServerError was removed because it hasn't been used in a long time.")]
- public virtual void OnServerError(NetworkConnection conn, int errorCode) {}
-
/// Called on server when transport raises an exception. NetworkConnection may be null.
public virtual void OnServerError(NetworkConnection conn, Exception exception) {}
@@ -1286,10 +1268,6 @@ public virtual void OnClientDisconnect(NetworkConnection conn)
StopClient();
}
- // Deprecated 2021-02-13
- [Obsolete("OnClientError was removed because it hasn't been used in a long time.")]
- public virtual void OnClientError(NetworkConnection conn, int errorCode) {}
-
/// Called on client when transport raises an exception.
public virtual void OnClientError(Exception exception) {}
diff --git a/Assets/Mirror/Runtime/NetworkManagerHUD.cs b/Assets/Mirror/Runtime/NetworkManagerHUD.cs
index 073806475..8fadbc846 100644
--- a/Assets/Mirror/Runtime/NetworkManagerHUD.cs
+++ b/Assets/Mirror/Runtime/NetworkManagerHUD.cs
@@ -14,10 +14,6 @@ public class NetworkManagerHUD : MonoBehaviour
{
NetworkManager manager;
- // Deprecated 2021-02-24
- [Obsolete("showGUI will be removed unless someone has a valid use case. Simply use or don't use the HUD component.")]
- public bool showGUI = true;
-
public int offsetX;
public int offsetY;
@@ -28,10 +24,6 @@ void Awake()
void OnGUI()
{
-#pragma warning disable 618
- if (!showGUI) return;
-#pragma warning restore 618
-
GUILayout.BeginArea(new Rect(10 + offsetX, 40 + offsetY, 215, 9999));
if (!NetworkClient.isConnected && !NetworkServer.active)
{
diff --git a/Assets/Mirror/Runtime/NetworkReader.cs b/Assets/Mirror/Runtime/NetworkReader.cs
index b22fcbce1..26abcd45d 100644
--- a/Assets/Mirror/Runtime/NetworkReader.cs
+++ b/Assets/Mirror/Runtime/NetworkReader.cs
@@ -129,20 +129,9 @@ public static class NetworkReaderExtensions
public static byte ReadByte(this NetworkReader reader) => reader.ReadByte();
public static sbyte ReadSByte(this NetworkReader reader) => (sbyte)reader.ReadByte();
public static char ReadChar(this NetworkReader reader) => (char)reader.ReadUShort();
-
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use ReadBool instead.")]
- public static bool ReadBoolean(this NetworkReader reader) => reader.ReadBool();
public static bool ReadBool(this NetworkReader reader) => reader.ReadByte() != 0;
-
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use ReadShort instead.")]
- public static short ReadInt16(this NetworkReader reader) => reader.ReadShort();
public static short ReadShort(this NetworkReader reader) => (short)reader.ReadUShort();
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use ReadUShort instead.")]
- public static ushort ReadUInt16(this NetworkReader reader) => reader.ReadUShort();
public static ushort ReadUShort(this NetworkReader reader)
{
ushort value = 0;
@@ -151,14 +140,8 @@ public static ushort ReadUShort(this NetworkReader reader)
return value;
}
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use ReadInt instead.")]
- public static int ReadInt32(this NetworkReader reader) => reader.ReadInt();
public static int ReadInt(this NetworkReader reader) => (int)reader.ReadUInt();
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use ReadUInt instead.")]
- public static uint ReadUInt32(this NetworkReader reader) => reader.ReadUInt();
public static uint ReadUInt(this NetworkReader reader)
{
uint value = 0;
@@ -169,14 +152,8 @@ public static uint ReadUInt(this NetworkReader reader)
return value;
}
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use ReadLong instead.")]
- public static long ReadInt64(this NetworkReader reader) => reader.ReadLong();
public static long ReadLong(this NetworkReader reader) => (long)reader.ReadULong();
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use ReadULong instead.")]
- public static ulong ReadUInt64(this NetworkReader reader) => reader.ReadULong();
public static ulong ReadULong(this NetworkReader reader)
{
ulong value = 0;
@@ -191,9 +168,6 @@ public static ulong ReadULong(this NetworkReader reader)
return value;
}
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use ReadFloat instead.")]
- public static float ReadSingle(this NetworkReader reader) => reader.ReadFloat();
public static float ReadFloat(this NetworkReader reader)
{
UIntFloat converter = new UIntFloat();
diff --git a/Assets/Mirror/Runtime/NetworkServer.cs b/Assets/Mirror/Runtime/NetworkServer.cs
index fc1449e8a..6a641d425 100644
--- a/Assets/Mirror/Runtime/NetworkServer.cs
+++ b/Assets/Mirror/Runtime/NetworkServer.cs
@@ -45,14 +45,6 @@ public static class NetworkServer
// by default, everyone observes everyone
public static InterestManagement aoi;
- // Deprecated 2021-05-10
- [Obsolete("Transport is responsible for timeouts.")]
- public static bool disconnectInactiveConnections;
-
- // Deprecated 2021-05-10
- [Obsolete("Transport is responsible for timeouts. Configure the Transport's timeout setting instead.")]
- public static float disconnectInactiveTimeout = 60f;
-
// OnConnected / OnDisconnected used to be NetworkMessages that were
// invoked. this introduced a bug where external clients could send
// Connected/Disconnected messages over the network causing undefined
@@ -242,10 +234,6 @@ public static bool NoExternalConnections()
(connections.Count == 1 && localConnection != null);
}
- // Deprecated 2021-03-07
- [Obsolete("NoConnections was renamed to NoExternalConnections because that's what it checks for.")]
- public static bool NoConnections() => NoExternalConnections();
-
// send ////////////////////////////////////////////////////////////////
/// Send a message to all clients, even those that haven't joined the world yet (non ready)
public static void SendToAll(T message, int channelId = Channels.Reliable, bool sendToReadyOnly = false)
@@ -357,22 +345,6 @@ static void SendToObservers(NetworkIdentity identity, T message, int channelI
}
}
- /// Send this message to the player only
- // Deprecated 2021-03-04
- [Obsolete("Use identity.connectionToClient.Send() instead! Previously Mirror needed this function internally, but not anymore.")]
- public static void SendToClientOfPlayer(NetworkIdentity identity, T msg, int channelId = Channels.Reliable)
- where T : struct, NetworkMessage
- {
- if (identity != null)
- {
- identity.connectionToClient.Send(msg, channelId);
- }
- else
- {
- Debug.LogError("SendToClientOfPlayer: player has no NetworkIdentity: " + identity);
- }
- }
-
// transport events ////////////////////////////////////////////////////
// called by transport
static void OnTransportConnected(int connectionId)
@@ -593,15 +565,6 @@ public static void RegisterHandler(Action handler, bool
handlers[msgType] = MessagePacking.WrapHandler(handler, requireAuthentication);
}
- /// Register a handler for message type T. Most should require authentication.
- // Deprecated 2021-02-24
- [Obsolete("Use RegisterHandler(Action(Action handler, bool requireAuthentication = true)
- where T : struct, NetworkMessage
- {
- RegisterHandler((_, value) => { handler(value); }, requireAuthentication);
- }
-
/// Replace a handler for message type T. Most should require authentication.
public static void ReplaceHandler(Action handler, bool requireAuthentication = true)
where T : struct, NetworkMessage
@@ -678,14 +641,6 @@ public static void DisconnectAll()
active = false;
}
- // Deprecated 2021-05-11
- [Obsolete("Call NetworkClient.DisconnectAll() instead")]
- public static void DisconnectAllExternalConnections() => DisconnectAll();
-
- // Deprecated 2021-05-11
- [Obsolete("Call NetworkClient.DisconnectAll() instead")]
- public static void DisconnectAllConnections() => DisconnectAll();
-
// add/remove/replace player ///////////////////////////////////////////
/// Called by server after AddPlayer message to add the player for the connection.
// When a player is added for a connection, the client for that
@@ -1620,24 +1575,6 @@ static void BroadcastToConnection(NetworkConnectionToClient connection)
}
}
- // helper function to check a connection for inactivity
- // and disconnect if necessary
- // => returns true if disconnected
- static bool DisconnectIfInactive(NetworkConnectionToClient connection)
- {
- // check for inactivity
-#pragma warning disable 618
- if (disconnectInactiveConnections &&
- !connection.IsAlive(disconnectInactiveTimeout))
- {
- Debug.LogWarning($"Disconnecting {connection} for inactivity!");
- connection.Disconnect();
- return true;
- }
-#pragma warning restore 618
- return false;
- }
-
// NetworkLateUpdate called after any Update/FixedUpdate/LateUpdate
// (we add this to the UnityEngine in NetworkLoop)
static readonly List connectionsCopy =
@@ -1659,10 +1596,6 @@ static void Broadcast()
// go through all connections
foreach (NetworkConnectionToClient connection in connectionsCopy)
{
- // check for inactivity. disconnects if necessary.
- if (DisconnectIfInactive(connection))
- continue;
-
// has this connection joined the world yet?
// for each READY connection:
// pull in UpdateVarsMessage for each entity it observes
@@ -1710,10 +1643,5 @@ internal static void NetworkLateUpdate()
if (Transport.activeTransport != null)
Transport.activeTransport.ServerLateUpdate();
}
-
- // obsolete to not break people's projects. Update was public.
- // Deprecated 2021-03-02
- [Obsolete("NetworkServer.Update is now called internally from our custom update loop. No need to call Update manually anymore.")]
- public static void Update() => NetworkLateUpdate();
}
}
diff --git a/Assets/Mirror/Runtime/NetworkTime.cs b/Assets/Mirror/Runtime/NetworkTime.cs
index c3331eac4..0d718e8af 100644
--- a/Assets/Mirror/Runtime/NetworkTime.cs
+++ b/Assets/Mirror/Runtime/NetworkTime.cs
@@ -55,18 +55,10 @@ static NetworkTime()
// TODO does this need to be public? user should only need NetworkTime.time
public static double timeVariance => _offset.Var;
- // Deprecated 2021-03-10
- [Obsolete("NetworkTime.timeVar was renamed to timeVariance")]
- public static double timeVar => timeVariance;
-
/// Time standard deviation. The highe, the less accurate the time is.
// TODO does this need to be public? user should only need NetworkTime.time
public static double timeStandardDeviation => Math.Sqrt(timeVariance);
- // Deprecated 2021-03-10
- [Obsolete("NetworkTime.timeSd was renamed to timeStandardDeviation")]
- public static double timeSd => timeStandardDeviation;
-
/// Clock difference in seconds between the client and the server. Always 0 on server.
public static double offset => _offset.Value;
@@ -77,18 +69,10 @@ static NetworkTime()
// TODO does this need to be public? user should only need NetworkTime.time
public static double rttVariance => _rtt.Var;
- // Deprecated 2021-03-02
- [Obsolete("NetworkTime.rttVar was renamed to rttVariance")]
- public static double rttVar => rttVariance;
-
/// Round trip time standard deviation. The higher, the less accurate the rtt is.
// TODO does this need to be public? user should only need NetworkTime.time
public static double rttStandardDeviation => Math.Sqrt(rttVariance);
- // Deprecated 2021-03-02
- [Obsolete("NetworkTime.rttSd was renamed to rttStandardDeviation")]
- public static double rttSd => rttStandardDeviation;
-
public static void Reset()
{
stopwatch.Restart();
diff --git a/Assets/Mirror/Runtime/NetworkWriter.cs b/Assets/Mirror/Runtime/NetworkWriter.cs
index 7ed3b5bd4..d2e3fe26c 100644
--- a/Assets/Mirror/Runtime/NetworkWriter.cs
+++ b/Assets/Mirror/Runtime/NetworkWriter.cs
@@ -105,28 +105,16 @@ public static class NetworkWriterExtensions
public static void WriteChar(this NetworkWriter writer, char value) => writer.WriteUShort(value);
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use WriteBool instead.")]
- public static void WriteBoolean(this NetworkWriter writer, bool value) => writer.WriteBool(value);
public static void WriteBool(this NetworkWriter writer, bool value) => writer.WriteByte((byte)(value ? 1 : 0));
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use WriteUShort instead.")]
- public static void WriteUInt16(this NetworkWriter writer, ushort value) => writer.WriteUShort(value);
public static void WriteUShort(this NetworkWriter writer, ushort value)
{
writer.WriteByte((byte)value);
writer.WriteByte((byte)(value >> 8));
}
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use WriteShort instead.")]
- public static void WriteInt16(this NetworkWriter writer, short value) => writer.WriteShort(value);
public static void WriteShort(this NetworkWriter writer, short value) => writer.WriteUShort((ushort)value);
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use WriteUInt instead.")]
- public static void WriteUInt32(this NetworkWriter writer, uint value) => writer.WriteUInt(value);
public static void WriteUInt(this NetworkWriter writer, uint value)
{
writer.WriteByte((byte)value);
@@ -135,14 +123,8 @@ public static void WriteUInt(this NetworkWriter writer, uint value)
writer.WriteByte((byte)(value >> 24));
}
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use WriteInt instead.")]
- public static void WriteInt32(this NetworkWriter writer, int value) => writer.WriteInt(value);
public static void WriteInt(this NetworkWriter writer, int value) => writer.WriteUInt((uint)value);
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use WriteULong instead.")]
- public static void WriteUInt64(this NetworkWriter writer, ulong value) => writer.WriteULong(value);
public static void WriteULong(this NetworkWriter writer, ulong value)
{
writer.WriteByte((byte)value);
@@ -155,14 +137,8 @@ public static void WriteULong(this NetworkWriter writer, ulong value)
writer.WriteByte((byte)(value >> 56));
}
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use WriteLong instead.")]
- public static void WriteInt64(this NetworkWriter writer, long value) => writer.WriteLong(value);
public static void WriteLong(this NetworkWriter writer, long value) => writer.WriteULong((ulong)value);
- // Deprecated 2021-05-18
- [Obsolete("We've cleaned up the API. Use WriteFloat instead.")]
- public static void WriteSingle(this NetworkWriter writer, float value) => writer.WriteFloat(value);
public static void WriteFloat(this NetworkWriter writer, float value)
{
UIntFloat converter = new UIntFloat
diff --git a/Assets/Mirror/Runtime/SyncList.cs b/Assets/Mirror/Runtime/SyncList.cs
index 1ac230e18..ec760c427 100644
--- a/Assets/Mirror/Runtime/SyncList.cs
+++ b/Assets/Mirror/Runtime/SyncList.cs
@@ -4,26 +4,6 @@
namespace Mirror
{
- // Deprecated 2020-10-02
- [Obsolete("Use SyncList instead")]
- public class SyncListString : SyncList {}
-
- // Deprecated 2020-10-02
- [Obsolete("Use SyncList instead")]
- public class SyncListFloat : SyncList {}
-
- // Deprecated 2020-10-02
- [Obsolete("Use SyncList instead")]
- public class SyncListInt : SyncList {}
-
- // Deprecated 2020-10-02
- [Obsolete("Use SyncList instead")]
- public class SyncListUInt : SyncList {}
-
- // Deprecated 2020-10-02
- [Obsolete("Use SyncList instead")]
- public class SyncListBool : SyncList {}
-
public class SyncList : IList, IReadOnlyList, SyncObject
{
public delegate void SyncListChanged(Operation op, int itemIndex, T oldItem, T newItem);
diff --git a/Assets/Mirror/Runtime/Transport/FallbackTransport.cs b/Assets/Mirror/Runtime/Transport/FallbackTransport.cs
index 738a47470..57f3344b7 100644
--- a/Assets/Mirror/Runtime/Transport/FallbackTransport.cs
+++ b/Assets/Mirror/Runtime/Transport/FallbackTransport.cs
@@ -1,178 +1 @@
-// uses the first available transport for server and client.
-// example: to use Apathy if on Windows/Mac/Linux and fall back to Telepathy
-// otherwise.
-using System;
-using UnityEngine;
-
-namespace Mirror
-{
- // Deprecated 2021-05-13
- [HelpURL("https://mirror-networking.gitbook.io/docs/transports/fallback-transport")]
- [DisallowMultipleComponent]
- [Obsolete("Fallback Transport will be retired. It was only needed for Apathy/Libuv. Use kcp or Telepathy instead, those run everywhere.")]
- public class FallbackTransport : Transport
- {
- public Transport[] transports;
-
- // the first transport that is available on this platform
- Transport available;
-
- public void Awake()
- {
- if (transports == null || transports.Length == 0)
- {
- throw new Exception("FallbackTransport requires at least 1 underlying transport");
- }
- available = GetAvailableTransport();
- Debug.Log("FallbackTransport available: " + available.GetType());
- }
-
- void OnEnable()
- {
- available.enabled = true;
- }
-
- void OnDisable()
- {
- available.enabled = false;
- }
-
- // The client just uses the first transport available
- Transport GetAvailableTransport()
- {
- foreach (Transport transport in transports)
- {
- if (transport.Available())
- {
- return transport;
- }
- }
- throw new Exception("No transport suitable for this platform");
- }
-
- public override bool Available()
- {
- return available.Available();
- }
-
- public override void ClientConnect(string address)
- {
- available.OnClientConnected = OnClientConnected;
- available.OnClientDataReceived = OnClientDataReceived;
- available.OnClientError = OnClientError;
- available.OnClientDisconnected = OnClientDisconnected;
- available.ClientConnect(address);
- }
-
- public override void ClientConnect(Uri uri)
- {
- foreach (Transport transport in transports)
- {
- if (transport.Available())
- {
- try
- {
- transport.ClientConnect(uri);
- available = transport;
- }
- catch (ArgumentException)
- {
- // transport does not support the schema, just move on to the next one
- }
- }
- }
- throw new Exception("No transport suitable for this platform");
- }
-
- public override bool ClientConnected()
- {
- return available.ClientConnected();
- }
-
- public override void ClientDisconnect()
- {
- available.ClientDisconnect();
- }
-
- public override void ClientSend(ArraySegment segment, int channelId)
- {
- available.ClientSend(segment, channelId);
- }
-
- // right now this just returns the first available uri,
- // should we return the list of all available uri?
- public override Uri ServerUri() => available.ServerUri();
-
- public override bool ServerActive()
- {
- return available.ServerActive();
- }
-
- public override string ServerGetClientAddress(int connectionId)
- {
- return available.ServerGetClientAddress(connectionId);
- }
-
- public override void ServerDisconnect(int connectionId)
- {
- available.ServerDisconnect(connectionId);
- }
-
- public override void ServerSend(int connectionId, ArraySegment segment, int channelId)
- {
- available.ServerSend(connectionId, segment, channelId);
- }
-
- public override void ServerStart()
- {
- available.OnServerConnected = OnServerConnected;
- available.OnServerDataReceived = OnServerDataReceived;
- available.OnServerError = OnServerError;
- available.OnServerDisconnected = OnServerDisconnected;
- available.ServerStart();
- }
-
- public override void ServerStop()
- {
- available.ServerStop();
- }
-
- public override void ClientEarlyUpdate() => available.ClientEarlyUpdate();
- public override void ServerEarlyUpdate() => available.ServerEarlyUpdate();
- public override void ClientLateUpdate() => available.ClientLateUpdate();
- public override void ServerLateUpdate() => available.ServerLateUpdate();
-
- public override void Shutdown()
- {
- available.Shutdown();
- }
-
- public override int GetMaxPacketSize(int channelId = 0)
- {
- // finding the max packet size in a fallback environment has to be
- // done very carefully:
- // * servers and clients might run different transports depending on
- // which platform they are on.
- // * there should only ever be ONE true max packet size for everyone,
- // otherwise a spawn message might be sent to all tcp sockets, but
- // be too big for some udp sockets. that would be a debugging
- // nightmare and allow for possible exploits and players on
- // different platforms seeing a different game state.
- // => the safest solution is to use the smallest max size for all
- // transports. that will never fail.
- int mininumAllowedSize = int.MaxValue;
- foreach (Transport transport in transports)
- {
- int size = transport.GetMaxPacketSize(channelId);
- mininumAllowedSize = Mathf.Min(size, mininumAllowedSize);
- }
- return mininumAllowedSize;
- }
-
- public override string ToString()
- {
- return available.ToString();
- }
-
- }
-}
+// removed 2021-05-13
\ No newline at end of file
diff --git a/Assets/Mirror/Runtime/Transport/Transport.cs b/Assets/Mirror/Runtime/Transport/Transport.cs
index a94440774..775a54d1e 100644
--- a/Assets/Mirror/Runtime/Transport/Transport.cs
+++ b/Assets/Mirror/Runtime/Transport/Transport.cs
@@ -64,17 +64,8 @@ public virtual void ClientConnect(Uri uri)
/// Sends a message to the server over the given channel.
// The ArraySegment is only valid until returning. Copy if needed.
- // TODO make second version abstract after removing the obsolete version
- // Deprecated 2021-05-17
- [Obsolete("Use ClientSend(segment, channelId) instead. channelId is now the last parameter.")]
- public virtual void ClientSend(int channelId, ArraySegment segment) {}
- public virtual void ClientSend(ArraySegment segment, int channelId)
- {
- // defaults to obsolete version to not force break transports.
-#pragma warning disable 618
- ClientSend(channelId, segment);
-#pragma warning restore 618
- }
+ // TODO make abstract
+ public virtual void ClientSend(ArraySegment segment, int channelId) {}
/// Disconnects the client from the server
public abstract void ClientDisconnect();
@@ -103,17 +94,8 @@ public virtual void ClientSend(ArraySegment segment, int channelId)
public abstract void ServerStart();
/// Send a message to a client over the given channel.
- // TODO make second version abstract after removing the obsolete version
- // Deprecated 2021-05-17
- [Obsolete("Use ServerSend(connectionId, segment, channelId) instead. channelId is now the last parameter.")]
- public virtual void ServerSend(int connectionId, int channelId, ArraySegment segment) {}
- public virtual void ServerSend(int connectionId, ArraySegment segment, int channelId)
- {
- // defaults to obsolete version to not force break transports.
-#pragma warning disable 618
- ServerSend(connectionId, channelId, segment);
-#pragma warning restore 618
- }
+ // TODO make abstract
+ public virtual void ServerSend(int connectionId, ArraySegment segment, int channelId) {}
/// Disconnect a client from the server.
public abstract void ServerDisconnect(int connectionId);
@@ -140,17 +122,9 @@ public virtual void ServerSend(int connectionId, ArraySegment segment, int
// slow (head of line blocking etc.).
public virtual int GetBatchThreshold(int channelId)
{
- // change to GetMaxPacketSize by default after removing obsolete
-#pragma warning disable 618
- return GetMaxBatchSize(channelId);
-#pragma warning restore 618
+ return GetMaxPacketSize(channelId);
}
- // Deprecated 2021-06-17
- [Obsolete("GetMaxBatchSize was renamed to GetBatchThreshold.")]
- public virtual int GetMaxBatchSize(int channelId) =>
- GetMaxPacketSize(channelId);
-
// block Update & LateUpdate to show warnings if Transports still use
// them instead of using
// Client/ServerEarlyUpdate: to process incoming messages
diff --git a/Assets/Mirror/Runtime/Utils.cs b/Assets/Mirror/Runtime/Utils.cs
index 0bfc18fbc..2ba7380b6 100644
--- a/Assets/Mirror/Runtime/Utils.cs
+++ b/Assets/Mirror/Runtime/Utils.cs
@@ -23,13 +23,6 @@ public enum MirrorInvokeType
ClientRpc
}
- // Deprecated 2021-03-15
- [Obsolete("Version has never been used, neither by UNET nor by Mirror.")]
- public enum Version
- {
- Current = 1
- }
-
// channels are const ints instead of an enum so people can add their own
// channels (can't extend an enum otherwise).
//
@@ -41,14 +34,6 @@ public static class Channels
{
public const int Reliable = 0; // ordered
public const int Unreliable = 1; // unordered
-
- // Deprecated 2021-03-15
- [Obsolete("Use Channels.Reliable instead")]
- public const int DefaultReliable = Reliable;
-
- // Deprecated 2021-03-15
- [Obsolete("Use Channels.Unreliable instead")]
- public const int DefaultUnreliable = Unreliable;
}
// -- helpers for float conversion without allocations --
diff --git a/Assets/Mirror/Tests/Editor/NetworkServerTest.cs b/Assets/Mirror/Tests/Editor/NetworkServerTest.cs
index 9d5464f5f..171a70a0a 100644
--- a/Assets/Mirror/Tests/Editor/NetworkServerTest.cs
+++ b/Assets/Mirror/Tests/Editor/NetworkServerTest.cs
@@ -1259,10 +1259,6 @@ public void UpdateDetectsDestroyedEntryInObserving()
public void UpdateWithTimedOutConnection()
{
// configure to disconnect with '0' timeout (= immediately)
-#pragma warning disable 618
- NetworkServer.disconnectInactiveConnections = true;
- NetworkServer.disconnectInactiveTimeout = 0;
-
// start
NetworkServer.Listen(1);
@@ -1271,10 +1267,6 @@ public void UpdateWithTimedOutConnection()
// update
NetworkServer.NetworkLateUpdate();
-
- // clean up
- NetworkServer.disconnectInactiveConnections = false;
-#pragma warning restore 618
}
}
}
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index e5337cc78..580f6428b 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -576,7 +576,7 @@ PlayerSettings:
webGLThreadsSupport: 0
webGLWasmStreaming: 0
scriptingDefineSymbols:
- 1: MIRROR;MIRROR_17_0_OR_NEWER;MIRROR_18_0_OR_NEWER;MIRROR_24_0_OR_NEWER;MIRROR_26_0_OR_NEWER;MIRROR_27_0_OR_NEWER;MIRROR_28_0_OR_NEWER;MIRROR_29_0_OR_NEWER;MIRROR_30_0_OR_NEWER;MIRROR_30_5_2_OR_NEWER;MIRROR_32_1_2_OR_NEWER;MIRROR_32_1_4_OR_NEWER;MIRROR_35_0_OR_NEWER;MIRROR_35_1_OR_NEWER;MIRROR_37_0_OR_NEWER;MIRROR_38_0_OR_NEWER;MIRROR_39_0_OR_NEWER;MIRROR_40_0_OR_NEWER;MIRROR_41_0_OR_NEWER;MIRROR_42_0_OR_NEWER;MIRROR_43_0_OR_NEWER;MIRROR_44_0_OR_NEWER;MIRROR_46_0_OR_NEWER
+ 1: MIRROR;MIRROR_17_0_OR_NEWER;MIRROR_18_0_OR_NEWER;MIRROR_24_0_OR_NEWER;MIRROR_26_0_OR_NEWER;MIRROR_27_0_OR_NEWER;MIRROR_28_0_OR_NEWER;MIRROR_29_0_OR_NEWER;MIRROR_30_0_OR_NEWER;MIRROR_30_5_2_OR_NEWER;MIRROR_32_1_2_OR_NEWER;MIRROR_32_1_4_OR_NEWER;MIRROR_35_0_OR_NEWER;MIRROR_35_1_OR_NEWER;MIRROR_37_0_OR_NEWER;MIRROR_38_0_OR_NEWER;MIRROR_39_0_OR_NEWER;MIRROR_40_0_OR_NEWER;MIRROR_41_0_OR_NEWER;MIRROR_42_0_OR_NEWER;MIRROR_43_0_OR_NEWER;MIRROR_44_0_OR_NEWER;MIRROR_46_0_OR_NEWER;MIRROR_47_0_OR_NEWER
platformArchitecture: {}
scriptingBackend: {}
il2cppCompilerConfiguration: {}