* feat: adding option to get Ip behind reverse proxy
When running behind a reverse proxy the IP endpoints will be that of the reverse proxy, not the client.
Reverse proxies like Nginx set the ip if the host in a http header, the server can read this header during the handshake and store it so it knows the IP address of the client
* feat: adding method to get request
allows users to get other headers if they need to
* caching remote address
* fix and simplify
* inlining extra var
* string interpolation
* changing request log message to info
* adding GET back in inside ReadToEndForHandshake
* updating log message
* max split 2
* returning ipv4 address
* checking if address is ipv4
* adding using
* fixing maping
5 (the previous default) covers really bad pings in return for noticeable delay. However, not every game should have this as their default. 1 being almost instant movement for minimal smoothing (could be best for VR and other uses), from testing 3 is a nice balanced result.
Tested on tanks example, parent and child turret.
Scenarios were regular localhost, then latency sim defaults (200ping, 2% loss etc) and bad connection (500 ping, 5% loss etc), along with personal experience of the settings on NT thee 3 presets should cover most peoples scenarios.
* feature: allow child NetworkBehaviour components in children
* Tanks demo: move Turret NetworkTransform to child
* NT TODO
* RequireInParents NI
* NetworkAnimatore allow in children
* call base onvalidate
* Add OnValidate to Script Template
* fix for pre-2020.3 Unity
* MirrorTest: CreateNetworked with NetworkBehaviour in children
* Tests: child networkbehaviours
---------
Co-authored-by: MrGadget1024 <9826063+MrGadget1024@users.noreply.github.com>
Changed sendIntervalCounter logic to fix the issue where if sendIntervalMultiplier = 1, NT will send every frame instead of every send interval.
This is due to sendIntervalCounter being initialised to 1 instead of 0, after NT has triggered it's send.