Fix spelling mistakes

This commit is contained in:
Robin Gustafsson 2019-12-07 22:51:47 +01:00
parent a0425e4e84
commit a8795b3449
8 changed files with 13 additions and 13 deletions

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@ -175,7 +175,7 @@ Notice the callback will also work in the server in Mirror.
### 9. Replace Components ### 9. Replace Components
Every networked prefab and scene object needs to be adjusted. They will be using `NetworkIdentity` from Unet, and you need to replace that componenent with `NetworkIdentity` from Mirror. You may be using other network components, such as `NetworkAnimator` or `NetworkTransform`. All components from Unet should be replaced with their corresponding component from Mirror. Every networked prefab and scene object needs to be adjusted. They will be using `NetworkIdentity` from Unet, and you need to replace that component with `NetworkIdentity` from Mirror. You may be using other network components, such as `NetworkAnimator` or `NetworkTransform`. All components from Unet should be replaced with their corresponding component from Mirror.
Note that if you remove and add a NetworkIdentity, you will need to reassign it in any component that was referencing it. Note that if you remove and add a NetworkIdentity, you will need to reassign it in any component that was referencing it.
@ -205,7 +205,7 @@ Note that in UNet the parameter "extraMessageReader" is optional, but in Mirror
### 11. Pick your transport ### 11. Pick your transport
You can choose one of several transports in Mirror. Open your NetworkManager gameobject, in the inspector you will see a `TelepathyTranport` component by default. Drag in one of the available transports and remove `TelepathyTransport` if you wish to use a UDP based transport instead. You can choose one of several transports in Mirror. Open your NetworkManager gameobject, in the inspector you will see a `TelepathyTransport` component by default. Drag in one of the available transports and remove `TelepathyTransport` if you wish to use a UDP based transport instead.
### 12. Configure address and port ### 12. Configure address and port

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@ -20,7 +20,7 @@ Servers open a TCP port and wait for connections. Clients send an initial messa
These are great features that make it very easy for programmers to work with TCP, but they come at a cost: Latency. These are great features that make it very easy for programmers to work with TCP, but they come at a cost: Latency.
Suppose an object is moving from point a to b to c. The server sends 3 messages: move to a, b, c. Suppose b gets lost (wifi drops a lot of packets for example) and c arrives fine. We could skip b and move towards c instead, but we can't because the operating system won't give us c until b is retransmited. Suppose an object is moving from point a to b to c. The server sends 3 messages: move to a, b, c. Suppose b gets lost (wifi drops a lot of packets for example) and c arrives fine. We could skip b and move towards c instead, but we can't because the operating system won't give us c until b is retransmitted.
For this reason, AAA studios consistently prefer UDP for fast paced action games. For this reason, AAA studios consistently prefer UDP for fast paced action games.
@ -32,7 +32,7 @@ A server opens a port and waits for messages. Clients send messages to the port,
There is no concept of connection, so there is no built in way to determine if a client disconnects. Messages are delivered as soon as possible, there is no guarantee that the order will be preserved or that they will be delivered at all. Messages must be small, typically 1.5Kb or less. There is no concept of connection, so there is no built in way to determine if a client disconnects. Messages are delivered as soon as possible, there is no guarantee that the order will be preserved or that they will be delivered at all. Messages must be small, typically 1.5Kb or less.
Mirror does need reliability, fragmentation, sequenced, connections for many things, so we would not use raw UDP. We would use a library that implements those features on top of UDP such as [ENet](http://enet.bespin.org/), [LiteNetLib](https://github.com/RevenantX/LiteNetLib) or LLAPI, typically refered to as RUDP (Reliable UDP) Mirror does need reliability, fragmentation, sequenced, connections for many things, so we would not use raw UDP. We would use a library that implements those features on top of UDP such as [ENet](http://enet.bespin.org/), [LiteNetLib](https://github.com/RevenantX/LiteNetLib) or LLAPI, typically referred to as RUDP (Reliable UDP)
The obvious question is: do RUDP libraries just reinventing TCP? yes, to some degree they do. But the point is that those features are optional and we can send messages without the extra features for low latency data such as movement or voice. The obvious question is: do RUDP libraries just reinventing TCP? yes, to some degree they do. But the point is that those features are optional and we can send messages without the extra features for low latency data such as movement or voice.

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@ -33,7 +33,7 @@ double time_standard_deviation = NetworkTime.timeSd;
for example, if this returns 0.2, it means the time measurements swing up and for example, if this returns 0.2, it means the time measurements swing up and
down roughly 0.2 s down roughly 0.2 s
Network hickups are compensated against by smoothing out the values using EMA. Network hiccups are compensated against by smoothing out the values using EMA.
You can configure how often you want the the ping to be sent: You can configure how often you want the the ping to be sent:
```cs ```cs

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@ -19,7 +19,7 @@ As of this writing it is accessible to our patreons.
3. Start your game in the editor 3. Start your game in the editor
4. Press "Record" in the profiler 4. Press "Record" in the profiler
5. Begin your game as host, client or server 5. Begin your game as host, client or server
6. At the top a chart will show messages comming in and out 6. At the top a chart will show messages coming in and out
7. Click the chart to select a frame 7. Click the chart to select a frame
8. The profiler will display information about all the messages sent and received in that frame 8. The profiler will display information about all the messages sent and received in that frame

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@ -16,7 +16,7 @@ Data is not synchronized in the opposite direction - from remote clients to the
- [SyncHashSet](SyncHashSet.md) - [SyncHashSet](SyncHashSet.md)
An unordered set of values that do not repeat. An unordered set of values that do not repeat.
- [SyncSortedSet](SyncSortedSet.md) - [SyncSortedSet](SyncSortedSet.md)
A sorted set of values tha do not repeat. A sorted set of values that do not repeat.
## Sync To Owner ## Sync To Owner

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@ -6,15 +6,15 @@ You can get the release **[Here](https://github.com/Raystorms/FizzySteamyMirror/
## Features ## Features
* Multiple Customizable Channels : You can customize the channels in the transport, whether you want just 1 or 5 channels that are unrealiable or realiable (best to leave channel 0 as reliable). * Multiple Customizable Channels : You can customize the channels in the transport, whether you want just 1 or 5 channels that are unreliable or reliable (best to leave channel 0 as reliable).
* Steam Nat Punching & Relay : The transport will use Steam to do Nat Punching to your destination, and if that doesn't work, steam's relay Server will be used to ensure you can alway connect (latency may vary). * Steam Nat Punching & Relay : The transport will use Steam to do Nat Punching to your destination, and if that doesn't work, steam's relay Server will be used to ensure you can always connect (latency may vary).
* No Code Changes Needed : If you Already use Mirror, you just need to slap this transport in (maybe add your steam App ID in your build), and everything should work the same like any other Mirror Transport. "It Just Works" -Todd Howard * No Code Changes Needed : If you Already use Mirror, you just need to slap this transport in (maybe add your steam App ID in your build), and everything should work the same like any other Mirror Transport. "It Just Works" -Todd Howard
![The Fizzy Transport component in the Inspector window](SteamTransport.PNG) ![The Fizzy Transport component in the Inspector window](SteamTransport.PNG)
## Credits ## Credits
* [Fizz Cube](https://github.com/FizzCube) : Original author for this Transport. * [Fizz Cube](https://github.com/FizzCube) : Original author for this Transport.
* [Raystorms](https://github.com/Raystorms) : The current maintainer for this Tranport. * [Raystorms](https://github.com/Raystorms) : The current maintainer for this Transport.
* [rlabrecque](https://github.com/rlabrecque) : Creator of Steamworks.Net. * [rlabrecque](https://github.com/rlabrecque) : Creator of Steamworks.Net.
* [vis2k](https://github.com/vis2k) : Creator of Mirror. * [vis2k](https://github.com/vis2k) : Creator of Mirror.
* Valve : Steam * Valve : Steam

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@ -26,7 +26,7 @@ Unity LLAPI was also closed source, meaning the Mirror developers could not take
- if you're making a Minecraft-like game and need to keep everyone in sync - if you're making a Minecraft-like game and need to keep everyone in sync
## I want to know more about reliable UDP... ## I want to know more about reliable UDP...
A little explaination is required. UDP is best described as a "shattershot" data transmission protocol, which means you just spray and pray that packets at a destination and hope for the best. The remote destination may or may not receive those packets, nor are they going to be in order. For example, if you have a packet stream that is: A little explanation is required. UDP is best described as a "shattershot" data transmission protocol, which means you just spray and pray that packets at a destination and hope for the best. The remote destination may or may not receive those packets, nor are they going to be in order. For example, if you have a packet stream that is:
``` ```
1 2 3 4 5 6 7 1 2 3 4 5 6 7
``` ```
@ -59,4 +59,4 @@ No, it does not. Mirror comes with built-in websockets support.
You can get support by opening a issue ticket on the [Ignorance repository issue tracker](https://github.com/SoftwareGuy/Ignorance/issues) or the #ignorance channel in the Mirror Discord server. You can get support by opening a issue ticket on the [Ignorance repository issue tracker](https://github.com/SoftwareGuy/Ignorance/issues) or the #ignorance channel in the Mirror Discord server.
## I still don't understand what this transport is, my head is spinning, help! ## I still don't understand what this transport is, my head is spinning, help!
Come by the Discord and we'll do our best to explain it in plain english. Come by the Discord and we'll do our best to explain it in plain English.

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@ -13,6 +13,6 @@ To use a transport, simply add it as component to the NetworkManager and drag it
- [Steam - Fizzy](Fizzy.md) - [Steam - Fizzy](Fizzy.md)
A complete rebuild utilising Async (Previously SteamNetNetworkTransport) of a Steam P2P network transport layer. A complete rebuild utilising Async (Previously SteamNetNetworkTransport) of a Steam P2P network transport layer.
- [Multiplexer - Multiplexer](Multiplexer.md) - [Multiplexer - Multiplexer](Multiplexer.md)
Multiplexer is a bridging transport to allow a server to handle clients on different transports concurrnently, for example desktop clients using Telepathy together with WebGL clients using Websockets. Multiplexer is a bridging transport to allow a server to handle clients on different transports concurrently, for example desktop clients using Telepathy together with WebGL clients using Websockets.
- [Fallback](Fallback.md) - [Fallback](Fallback.md)
Fallback is a compatibility transport for transports that don't run on all platforms and need fallback options to cover all other platforms. Fallback is a compatibility transport for transports that don't run on all platforms and need fallback options to cover all other platforms.