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docs: Updating transport docs (#2337)
* updating transport pages on litenetlib and simpleweb transports * updating other pages to reference new transports * updating links for new transports
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@ -25,9 +25,9 @@ TCP is better for slower paced games where latency isn't important.
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#### Transports
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* [Telepathy](https://mirror-networking.com/docs/Articles/Transports/Telepathy.html)
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* [Telepathy](../Transports/Telepathy.md)
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* [Apathy](https://mirror-networking.com/apathy/)
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* [WebGL](https://mirror-networking.com/docs/Articles/Transports/WebSockets.html)
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* [WebGL](../Transports/SimpleWebTransport.md)
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## [UDP (User Datagram Protocol)](https://en.wikipedia.org/wiki/User_Datagram_Protocol)
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@ -45,11 +45,11 @@ UDP is better for fast paced games where latency is important and if a few packe
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#### Transports
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* [Ignorance](https://mirror-networking.com/docs/Articles/Transports/Ignorance.html)
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* [LiteNetLib](https://mirror-networking.com/docs/Articles/Transports/LiteNetLib4Mirror.html)
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* [Ignorance](../Transports/Ignorance.md)
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* [LiteNetLib](../Transports/LiteNetLibTransport.md)
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## The choice is yours
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Mirror is transport independent, they can simply by added to your NetworkManager GameObject. Mirror comes with 2 built in transports to pick from, [Telepathy](../Transports/Telepathy.md) and [Ninja WebSockets](../Transports/WebSockets.md). See the [transports](../Transports/index.md) page for more about transports.
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Mirror is transport independent, they can simply by added to your NetworkManager GameObject. Mirror comes with 2 built in transports to pick from, [Telepathy](../Transports/Telepathy.md) and [Ninja WebSockets](../Transports/SimpleWebTransport.md). See the [transports](../Transports/index.md) page for more about transports.
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Pick whatever works best for you. We recommend you profile your game and collect real world numbers before you make a final decision.
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doc/Articles/Transports/LiteNetLibTransport.md
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doc/Articles/Transports/LiteNetLibTransport.md
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# LiteNetLib Transport
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**[LiteNetLib](https://github.com/RevenantX/LiteNetLib) based transport for Mirror.**
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Source code: [LiteNetLibTransport](https://github.com/MirrorNetworking/LiteNetLibTransport)
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*Old version (not maintained) [LiteNetLib4Mirror](./LiteNetLib4Mirror.md)*
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![Inspector](./LiteNetLibTransportInspector.jpg)
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## Usage
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1) Download the code from the source folder or package on [Release](https://github.com/MirrorNetworking/LiteNetLibTransport/releases) page.
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2) Put the code somewhere in your Assets folder
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3) Replace your existing Transport with LiteNetLibTransport on your NetworkManager
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## Features
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- UDP
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- Fully managed code
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- Small CPU and RAM usage
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see full features of LiteNetLib [here](https://github.com/RevenantX/LiteNetLib)
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## Bugs?
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Please report any bugs or issues [Here](https://github.com/MirrorNetworking/LiteNetLibTransport/issues)
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doc/Articles/Transports/LiteNetLibTransportInspector.jpg
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doc/Articles/Transports/SimpleWebTransport.md
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doc/Articles/Transports/SimpleWebTransport.md
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# Simple Web Transport
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Transport that uses the websocket protocol. This allows this transport to be used in WebGL builds of unity.
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Source code: [SimpleWebTransport](https://github.com/MirrorNetworking/SimpleWebTransport)
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![Inspector](./SimpleWebTransportInspector.jpg)
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## Usage
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1) Download the code from the source folder or package on [Release](https://github.com/MirrorNetworking/SimpleWebTransport/releases) page.
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2) Put the code somewhere in your Assets folder
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3) Replace your existing Transport with SimpleWebTransport on your NetworkManager
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## Bugs?
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Please report any bugs or issues [Here](https://github.com/MirrorNetworking/SimpleWebTransport/issues)
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# Websocket Secure
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This transport supports the wss protocol which is required for https pages.
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## How to create and setup an SSL Cert
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If you host your webgl build on a https domain you will need to use wss which will require a ssl cert.
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[See this page](https://github.com/MirrorNetworking/SimpleWebTransport/blob/master/HowToCreateSSLCert.md)
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# Logging
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Log levels can be set using the dropdown on the transport or or setting `Mirror.SimpleWeb.Log.level`.
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The transport applies the dropdown value in its `Awake` and `OnValidate` methods.
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### Log methods
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Log methods in this transport use the [ConditionalAttribute](https://docs.microsoft.com/en-us/dotnet/api/system.diagnostics.conditionalattribute?view=netstandard-2.0) so they are removed depending on the preprocessor defines.
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These preprocessor defines effect the logging
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- `DEBUG` allows warn/error logs
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- `SIMPLEWEB_LOG_ENABLED` allows all logs
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Without `SIMPLEWEB_LOG_ENABLED` info or verbose logging will never happen even if log level allows it.
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See the [Unity docs](https://docs.unity3d.com/Manual/PlatformDependentCompilation.html) on how set custom defines.
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@ -1,5 +0,0 @@
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# WebSockets Transport
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General description of WebSockets
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![The WebSockets Transport component in the Inspector window](WebsocketTransport.PNG)
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@ -8,7 +8,7 @@ Mirror is a high level Networking Library that can use several different low lev
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- [TCP - Booster](https://mirror-networking.com/booster/) The Mirror Booster uncorks your multiplayer game by moving the Networking load out of Unity!
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- [WebGL - WebSockets](WebSockets.md) WebSockets transport layer for Mirror that target WebGL clients, without relying on Unity's stodgy old LLAPI.
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- [WebSockets - SimpleWebTransport](SimpleWebTransport.md) WebSockets transport layer for Mirror that target WebGL clients.
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- [Multiplexer](Multiplexer.md) 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.
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@ -16,7 +16,7 @@ Mirror is a high level Networking Library that can use several different low lev
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- [UDP - Ignorance](Ignorance.md) Ignorance implements a reliable and unreliable sequenced UDP transport based on ENet.
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- [UDP - LiteNetLib4Mirror](LiteNetLib4Mirror.md) LiteNetLib4Mirror implements a UDP transport based on LiteNetLib with Network Discovery and uPnP included.
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- [UDP - LiteNetLibTransport](LiteNetLibTransport.md) LiteNetLibTransport implements a UDP transport based on [LiteNetLib](https://github.com/RevenantX/LiteNetLib).
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- [Steam - FizzySteamworks](FizzySteamworks.md) Transport utilising Steam P2P network, building on Steamworks.NET.
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@ -2,16 +2,16 @@
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href: index.md
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- name: TCP - Telepathy
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href: Telepathy.md
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- name: WebGL - WebSockets
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href: WebSockets.md
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- name: WebGL - SimpleWebTransport
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href: SimpleWebTransport.md
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- name: Multiplexer
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href: Multiplexer.md
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- name: Fallback
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href: Fallback.md
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- name: UDP - Ignorance
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href: Ignorance.md
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- name: UDP - LiteNetLib4Mirror
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href: LiteNetLib4Mirror.md
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- name: UDP - LiteNetLibTransport
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href: LiteNetLibTransport.md
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- name: Steam - FizzySteamworks
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href: FizzySteamworks.md
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- name: Steam - FizzyFacepunch
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@ -15,8 +15,8 @@ uMMORPG was possible with \<6000 lines of code. We needed a networking library t
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**Multiple Transports Available:**
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- **TCP** ([Telepathy](Articles/Transports/Telepathy.md) and [Apathy](https://mirror-networking.com/apathy/) and [Booster](https://mirror-networking.com/booster/))
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- **UDP** ([ENet](Articles/Transports/Ignorance.md) and [LiteNetLib](Articles/Transports/LiteNetLib4Mirror.md))
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- **WebGL** ([Secure Web Sockets](Articles/Transports/WebSockets.md))
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- **UDP** ([ENet](Articles/Transports/Ignorance.md) and [LiteNetLib](Articles/Transports/LiteNetLibTransport.md))
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- **WebGL** ([Secure Web Sockets](Articles/Transports/SimpleWebTransport.md))
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- **Steam** ([Steamworks.Net](Articles/Transports/FizzySteamworks.md)) and ([FacePunch](Articles/Transports/FizzyFacepunch.md))
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- **Multiplexer** ([Multiplexer](Articles/Transports/Multiplexer.md))
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- **Fallback** ([Fallback](Articles/Transports/Fallback.md))
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