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NetworkBehaviour: Improved logging (#3165)
* NetworkBehaviour: Improved logging * NetworkBehaviour: Improved logging
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@ -183,7 +183,7 @@ protected void SendCommandInternal(string functionFullName, NetworkWriter writer
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// to avoid Wrapper functions. a lot of people requested this.
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if (!NetworkClient.active)
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{
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Debug.LogError($"Command Function {functionFullName} called without an active client.");
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Debug.LogError($"Command Function {functionFullName} called on {name} without an active client.", gameObject);
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return;
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}
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@ -195,14 +195,14 @@ protected void SendCommandInternal(string functionFullName, NetworkWriter writer
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// or client may have been set NotReady intentionally, so
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// only warn if on the reliable channel.
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if (channelId == Channels.Reliable)
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Debug.LogWarning("Send command attempted while NetworkClient is not ready.\nThis may be ignored if client intentionally set NotReady.");
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Debug.LogWarning($"Command Function {functionFullName} called on {name} while NetworkClient is not ready.\nThis may be ignored if client intentionally set NotReady.", gameObject);
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return;
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}
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// local players can always send commands, regardless of authority, other objects must have authority.
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if (!(!requiresAuthority || isLocalPlayer || hasAuthority))
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{
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Debug.LogWarning($"Trying to send command for object without authority. {functionFullName}");
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Debug.LogWarning($"Command Function {functionFullName} called on {name} without authority.", gameObject);
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return;
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}
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@ -213,7 +213,7 @@ protected void SendCommandInternal(string functionFullName, NetworkWriter writer
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// => see also: https://github.com/vis2k/Mirror/issues/2629
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if (NetworkClient.connection == null)
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{
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Debug.LogError("Send command attempted with no client running.");
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Debug.LogError($"Command Function {functionFullName} called on {name} with no client running.", gameObject);
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return;
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}
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@ -242,14 +242,14 @@ protected void SendRPCInternal(string functionFullName, NetworkWriter writer, in
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// this was in Weaver before
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if (!NetworkServer.active)
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{
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Debug.LogError($"RPC Function {functionFullName} called on Client.");
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Debug.LogError($"RPC Function {functionFullName} called on Client.", gameObject);
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return;
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}
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// This cannot use NetworkServer.active, as that is not specific to this object.
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if (!isServer)
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{
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Debug.LogWarning($"ClientRpc {functionFullName} called on un-spawned object: {name}");
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Debug.LogWarning($"ClientRpc {functionFullName} called on un-spawned object: {name}", gameObject);
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return;
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}
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@ -272,13 +272,13 @@ protected void SendTargetRPCInternal(NetworkConnection conn, string functionFull
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{
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if (!NetworkServer.active)
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{
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Debug.LogError($"TargetRPC {functionFullName} called when server not active");
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Debug.LogError($"TargetRPC {functionFullName} called on {name} when server not active", gameObject);
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return;
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}
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if (!isServer)
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{
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Debug.LogWarning($"TargetRpc {functionFullName} called on {name} but that object has not been spawned or has been unspawned");
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Debug.LogWarning($"TargetRpc {functionFullName} called on {name} but that object has not been spawned or has been unspawned", gameObject);
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return;
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}
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@ -291,13 +291,13 @@ protected void SendTargetRPCInternal(NetworkConnection conn, string functionFull
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// if still null
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if (conn is null)
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{
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Debug.LogError($"TargetRPC {functionFullName} was given a null connection, make sure the object has an owner or you pass in the target connection");
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Debug.LogError($"TargetRPC {functionFullName} was given a null connection, make sure the object {name} has an owner or you pass in the target connection", gameObject);
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return;
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}
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if (!(conn is NetworkConnectionToClient))
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{
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Debug.LogError($"TargetRPC {functionFullName} requires a NetworkConnectionToClient but was given {conn.GetType().Name}");
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Debug.LogError($"TargetRPC {functionFullName} called on {name} requires a NetworkConnectionToClient but was given {conn.GetType().Name}", gameObject);
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return;
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}
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