Commit Graph

3315 Commits

Author SHA1 Message Date
Paul Pacheco
a2b6fb08f3 test class name matches file name 2020-04-22 17:42:25 -05:00
Paul Pacheco
dfffe26390 test class name matches file name 2020-04-22 17:40:32 -05:00
Paul Pacheco
5214b57db5 test class name matches file name 2020-04-22 17:35:39 -05:00
Paul Pacheco
95bb9cb0e3 silence unused method warning 2020-04-22 12:21:32 -05:00
James Frowen
1614c68629
Tests for sync dictionary and sync set (#1753)
* sync dictionary tests

* rename

* changing error message

* sync set tests
2020-04-22 18:54:09 +02:00
Chris Langsenkamp
cf6823acb5 fix: Removed NetworkServer.Listen because HostSetup does that 2020-04-22 06:39:46 -04:00
Chris Langsenkamp
984945e482 fix: Removed NetworkClient.Update because NetworkManager does it in LateUpdate 2020-04-22 06:34:34 -04:00
Chris Langsenkamp
bdec276282 fix: Add the transport first so NetworkManager doesn't add Telepathy in OnValidate 2020-04-22 06:32:26 -04:00
James Frowen
9bf816a014
feat: Allowing extra base types to be used for SyncLists and other SyncObjects (#1729)
* Tests for most uses of sync list

renaming classes for existing test files

* improving error message for Paramless constructor

* More tests for SyncLists

* updating error message

* ignore abstract classes

we dont need to process abstract classes because classes that
inherit from them will be processed instead

* check and error for syncList item being genric

* allowing extra base types for synclist

* checking for nested types in abstract classes

* test for nested types inside structs
2020-04-22 09:40:40 +02:00
uwee
ddd4b0b1fc
use HostSetup in tests (#1761) 2020-04-22 09:38:07 +02:00
uwee
262c1129dc
add test for NS Reset (#1758)
* add test for NS Reset

this code is depreciated but it should have a test as long as its in the code base

* typo
2020-04-21 23:49:46 +02:00
uwee
d996079042
remove empty if statement (#1757)
the current state is an untestable if statement. the if (!dont) is not pretty but the same logic is used later in the same file under Listen()
2020-04-21 23:49:11 +02:00
uwee
2f7053c6be
return bool to allow testing (#1756) 2020-04-21 23:48:42 +02:00
uwee
c2c1f86fe8
add HostSetup for tests (#1755) 2020-04-21 23:48:06 +02:00
uwee
c4bfb9d037
remove unused using (#1754) 2020-04-21 23:47:20 +02:00
James Frowen
2cf0fc71a7
Clean up sync object tests (#1750)
* cleaning up tests

* clearing dirty before test
2020-04-21 08:29:46 -05:00
uwee
3cf686f3b8
add base OnSetHostVisibility test (#1749)
* add base OnSetHostVisibility test

* fix code smells
2020-04-21 09:58:14 +02:00
MrGadget
2d006fe730
fix: Remove leftover AddPlayer methods now that extraData is gone (#1751) 2020-04-21 09:56:14 +02:00
James Frowen
58c89a3d32
fix: Allow sync objects to be re-used (#1744)
fixes #1714
2020-04-20 19:20:25 -05:00
Chris Langsenkamp
8798cd18ce Updated NetworkManage template 2020-04-20 18:49:21 -04:00
Paul Pacheco
3dd709ac35
Remove MarkForReset (#1747)
* Remove MarkForReset

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

* Update Assets/Mirror/Tests/Editor/NetworkServerTest.cs
2020-04-20 20:07:22 +02:00
Chris Langsenkamp
5d4bc47d46 fix: Use path instead of name in Room Example 2020-04-20 11:04:18 -04:00
Chris Langsenkamp
2a2f76c263 fix: Remove RoomPlayer from roomSlots on Disconnect 2020-04-20 11:02:45 -04:00
James Frowen
055a264660
adding return so that exception isnt throw after error (#1746) 2020-04-20 08:51:40 -05:00
Chris Langsenkamp
8e7bb44c3a Updated docs, comments, template pursuant to renaming of OnNetworkDestroy 2020-04-20 09:42:16 -04:00
Paul Pacheco
d1695dd16f
feat: new virtual OnStopServer called when object is unspawned (#1743) 2020-04-20 10:36:03 +02:00
Paul Pacheco
86ac5ad40b
Rename OnNetworkDestroy to OnStopClient (#1742)
OnNetworkDestroy is not a good name,  is it server? is it client?
you can't tell by the name.

Moreover,  we have OnStartClient,  API should be symetric so we should
have a corresponding OnStopClient.

Note this keeps backwards compatibility with an Obsolete for now
2020-04-20 10:35:34 +02:00
Chris Langsenkamp
e03c2a0ee1 restored 1bitpack_kenny metas 2020-04-19 17:32:51 -04:00
James Frowen
f17cea771e
using IsDerivedFrom instead of while loop (#1739) 2020-04-19 14:12:37 -05:00
James Frowen
a86d1cdfff
Adding error to network behaviour when generic sync object is used (#1741)
* test for using Generic SyncList

* adding error to network behaviour when generic sync object is used

* ignore generic classes

we can not process generic classes
we give error if a generic syncObject is used in NetworkBehaviour
2020-04-19 19:34:05 +02:00
James Frowen
a523d5f521
using if instead of try catch (#1740) 2020-04-19 19:33:30 +02:00
James Frowen
c25b1c6043
removing old test files (#1738) 2020-04-19 12:57:58 +01:00
James Frowen
f83093893e
Weaver error messages and tests for using interfaces (#1737)
* more tests for readwriters

* updating error message

* fixing error messages
2020-04-18 22:55:17 -05:00
Chris Langsenkamp
a6258d2d70 Remove and Ignore 1bitpack_kenney png.meta files. 2020-04-18 23:33:13 -04:00
James Frowen
f6e4068ebe
removing ignored test (#1736) 2020-04-19 00:53:39 +01:00
James Frowen
24469859e5
adding error to reader (#1726)
these checks are already in writer
2020-04-18 10:52:22 +02:00
James Frowen
5c56adc1dc
feat: default log level option (#1728)
Each class can specify default log levels when requesting the logger.
2020-04-17 18:11:44 -05:00
MrGadget
21acf66190
feat: NetworkMatchChecker Component (#1688)
* feat: NetworkMatchChecker Component

* Added docs

* feat: Use logger framework for NetworkClient (#1685)

* Use logger framework for NetworkClient

* Update Assets/Mirror/Runtime/NetworkClient.cs

Co-authored-by: vis2k <info@noobtuts.com>

* breaking: NetworkVisbility component (#1681)

* backup

* breaking: NetworkProximityCheck abstract class. Simplifies code, reduces complexity, improves performance because if 10k identities have 10 components each, we don't have to iterate 100k components each time we rebuild observers.

* update tests and checkers

* DisallowMultipleComponents

* fix tests

* split OnCheckObserver check

* fix tests

* syntax

* update comment

* renamed to NetworkVisibility

* forgot to remove comment

* breaking: Network Visibility Component

* changing namespaces of performance tests (#1689)

* Updated to use NetworkVisibility

* Updated comments

* Updated OnCheckObserver and removed OnSetHostVisibility

* tests for OnCheckObserver

* adding check for empty guid

* tests for changing matchId

* RebuildObservers if player left a match

* Refactored to make it simpler

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
Co-authored-by: vis2k <info@noobtuts.com>
Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-04-17 10:35:08 +02:00
MrGadget
cbc2a47729
fix: Don't destroy the player twice (#1709)
* fix: Don't destroy the player twice

* adding test

Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-04-17 10:34:17 +02:00
MrGadget
e5b728fed5
fix: Eliminate NetworkAnimator SetTrigger double firing on Host (#1723) 2020-04-17 00:53:46 +02:00
James Frowen
df7c671604
using MemoryTransport for ULocalConnectionPerformance (#1720) 2020-04-16 19:33:13 +02:00
James Frowen
db87c961b0
fixing TearDown and removing extra calls to shutdown (#1722) 2020-04-16 19:32:51 +02:00
James Frowen
3368026b2c
adding extra performance test for NetworkIdentity (#1721) 2020-04-16 10:52:24 +02:00
James Frowen
b1644ae481
feat: Weaver can now automatically create Reader/Writer for types in a different assembly (#1708)
* fix: serialize structs in other assemblies

fixes #1570

* removing check for type in another assembly

* fixing call to default constructor

* removing old tests that not longer apply

* fixing typo

* adding error when creating writer for unity base classes

* Test for Generating Reader and Writer functions

* removing old function

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-04-16 10:50:49 +02:00
James Frowen
58219c8f72
perf: Adding dirty check before update sync var (#1702)
* adding dirty check before update sync var

* Moving creating spawn payload to its own function

* updating tests

* adding tests for behaviour mask

* adding comment

* removing un-needed cast
2020-04-16 10:49:33 +02:00
James Frowen
17f8e9721a
re adding caching for OutputDirectory (#1719) 2020-04-15 14:06:18 -05:00
Paul Pacheco
93f7028e0d split weaver test files by test class 2020-04-15 12:14:25 -05:00
Paul Pacheco
2b1aefab39 use logger framework instead of preprocessor 2020-04-15 11:33:48 -05:00
Paul Pacheco
e109ce3e87 paths should be combined, not added 2020-04-15 09:57:45 -05:00
Paul Pacheco
c483047486 Remove unused option 2020-04-15 09:14:44 -05:00
Devon Merner
d8c121695c
networkSceneName sets to empty on StopClient and StopServer. (#1715) 2020-04-15 11:31:27 +02:00
Devon Merner
0fe6328800
feat: Added SyncList.Find and SyncList.FindAll (#1716)
fixes #1710
2020-04-14 20:51:14 -05:00
James Frowen
6383e9884f
Moving weaver tests 2 (#1706)
* adding WeaverTestsBuildFromTestName

* removing event handlers on TearDown
2020-04-14 20:04:07 -05:00
James-Frowen Laptop2
239b7b762a removing extra lines 2020-04-14 19:54:09 -05:00
James Frowen
c4d373984d Moving weaver tests into their own classes 2020-04-14 19:53:45 -05:00
uwee
af2e732adb
docs: remove mention of networkPort from NetworkManager (#1712)
fixes #1711
2020-04-14 17:37:49 +02:00
James Frowen
6e081f3d40
NetworkIdentity ServerUpdate Performance test (#1703) 2020-04-14 11:13:21 +02:00
James Frowen
c66c5a6dcc
fix: Fixing SyncVars not serializing when OnSerialize is overridden (#1671)
* Adding SyncVar methods

this will allow SyncVars to still work if user overrides
OnSerialize as long as they call base.OnSerialize

* Adding tests for NetworkBehaviour OnSerialize

These tests make sure that weaver correctly create code for syncvar

* Update Assets/Mirror/Runtime/NetworkBehaviour.cs

* Update Assets/Mirror/Runtime/NetworkBehaviour.cs

* Update Assets/Mirror/Runtime/NetworkBehaviour.cs

* Update Assets/Mirror/Runtime/NetworkBehaviour.cs

* Update Assets/Mirror/Runtime/NetworkBehaviour.cs

* Update Assets/Mirror/Runtime/NetworkBehaviour.cs

* Update Assets/Mirror/Runtime/NetworkBehaviour.cs

* Update Assets/Mirror/Runtime/NetworkBehaviour.cs

* Update Assets/Mirror/Runtime/NetworkBehaviour.cs

* adding extra test

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
Co-authored-by: vis2k <info@noobtuts.com>
2020-04-14 11:11:15 +02:00
Chris Langsenkamp
0e1aa1b305 Updated Netowork Observer template 2020-04-13 21:08:14 -04:00
MrGadget
4994193668
Make OnSetHostVisibility virtual with default functionality (#1707) 2020-04-13 20:05:08 -05:00
Chris Langsenkamp
cbe499e052 NetworkVisibility: Put methods in correct order 2020-04-13 20:17:07 -04:00
Chris Langsenkamp
6fec901a80 Updated Network Observer Template 2020-04-13 20:05:00 -04:00
James Frowen
eec45ff8fe
Adding changed check to PreprocessorDefine (#1698)
* Adding changed check to PreprocessorDefine

this stops ProjectSettings being marked as dirty each time the editor is opened

* Update PreprocessorDefine.cs

Co-authored-by: vis2k <info@noobtuts.com>
2020-04-13 10:14:04 +02:00
Chris Langsenkamp
8aabb54929 Don't rename spawned objects 2020-04-12 21:48:41 -04:00
Paul Pacheco
003597bc11 Remove commented out code 2020-04-12 11:06:13 -05:00
Paul Pacheco
b7cef180d4 Rename local variable for clarity 2020-04-12 11:06:13 -05:00
Paul Pacheco
61cf445395 Rename method for clarity 2020-04-12 11:06:13 -05:00
Paul Pacheco
78ff826684 Fix smells 2020-04-12 11:06:13 -05:00
Paul Pacheco
2a456a0161 Reduce cognitive complexity of Weave 2020-04-12 11:06:13 -05:00
Paul Pacheco
1a2af279ca Remove unused method 2020-04-12 11:06:13 -05:00
Paul Pacheco
91920e0a6e fix code smells 2020-04-12 11:06:13 -05:00
uwee
0e84e9dd4e
smell: reduce OnGUI complexity (#1696) 2020-04-12 16:48:25 +02:00
James Frowen
f8f939fd9c
Making ULocalConnectionPerformance test clean up new objects (#1700)
stops testPlayerPrefab was causing problems with OnPostProcessScene in other runtime tests
2020-04-12 13:44:45 +01:00
James Frowen
83d1648913
changing test namespace (#1699) 2020-04-12 13:18:05 +01:00
Chris Langsenkamp
9c3f5710eb Updated docs and comments re: Network Visibility 2020-04-12 07:54:28 -04:00
James Frowen
18bd792a0b
Improving Performance Benchmark (#1695)
Taking measurements for frames and LateUpdate at same time.
2020-04-12 00:52:48 +01:00
James Frowen
9d24d45987
Adding defines to performance tests (#1690)
* adding defines

* adding versionDefines
2020-04-11 20:59:42 +02:00
James Frowen
24e2af098f
changing namespaces of performance tests (#1689) 2020-04-11 17:30:18 +01:00
Chris Langsenkamp
25ee8540f9 breaking: Network Visibility Component 2020-04-11 11:56:21 -04:00
vis2k
70ddf92a5c
breaking: NetworkVisbility component (#1681)
* backup

* breaking: NetworkProximityCheck abstract class. Simplifies code, reduces complexity, improves performance because if 10k identities have 10 components each, we don't have to iterate 100k components each time we rebuild observers.

* update tests and checkers

* DisallowMultipleComponents

* fix tests

* split OnCheckObserver check

* fix tests

* syntax

* update comment

* renamed to NetworkVisibility

* forgot to remove comment
2020-04-11 15:37:35 +02:00
Paul Pacheco
6e92bf5616
feat: Use logger framework for NetworkClient (#1685)
* Use logger framework for NetworkClient

* Update Assets/Mirror/Runtime/NetworkClient.cs

Co-authored-by: vis2k <info@noobtuts.com>
2020-04-11 13:21:14 +02:00
James Frowen
c0a82a86ea
Logger editor (#1613)
* window for mirror log levels

* applying suggestions
2020-04-10 13:20:05 -05:00
MrGadget
e7cfd5a498
fix: Check SceneManager GetSceneByName and GetSceneByPath (#1684)
* fix: Check SceneManager GetSceneByName and GetSceneByPath

* Fix example too.
2020-04-10 11:26:37 -05:00
Paul Pacheco
55e075c872 fix: stack overflow getting logger 2020-04-10 11:14:20 -05:00
Paul Pacheco
de87634ec5 Some extension methods for convenient migration 2020-04-10 11:11:51 -05:00
Paul Pacheco
f9328c771c feat: logger factory works for static classes by passing the type 2020-04-10 10:51:42 -05:00
MrGadget
bc37497ac9
fix: Re-enable transport if aborting additive load/unload (#1683)
* fix: Re-enable transports if aborting additive load/unload

* Restore debug if's
2020-04-10 11:42:38 -04:00
James Frowen
95705a1545
Moving error check to when cache is created (#1682)
* Moving error check to when cache is created

* updating tests for new code behaviour

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-authored-by: vis2k <info@noobtuts.com>
2020-04-10 17:15:24 +02:00
vis2k
0b44ccee99 syntax 2020-04-10 10:06:37 +02:00
James Frowen
f0579835ca
perf: Increasing Network Writer performance (#1674)
* Increasing performance of network writer

* Using Array.Clear

renaming value to newLength

* Update Assets/Mirror/Tests/Editor/NetworkWriterTest.cs

Co-Authored-By: Paul Pacheco <paulpach@gmail.com>

* adding braces

* extracting EnsureCapacity method

* Update NetworkWriter.cs

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
Co-authored-by: vis2k <info@noobtuts.com>
2020-04-10 09:45:09 +02:00
Chris Langsenkamp
c1fe2124d8 Removed SpawnWithClientAuthority from comments and docs 2020-04-09 16:51:41 -04:00
James Frowen
8ce65045c8
Benchmark performance test 2 - Idle benchmark (#1662)
* adding bool to stop health updating

* idle benchmark

* using FindObjectsOfType instead of static field
2020-04-09 09:40:37 +02:00
James Frowen
7e7ffcd892
Adding report to performance test readme 2020-04-08 16:24:39 +01:00
James Frowen
7a06815d75
adding static check before adding this arg (#1668) 2020-04-07 19:50:48 +02:00
James Frowen
60678d9bc7
adding readme (#1672) 2020-04-07 12:30:57 -05:00
James Frowen
4fc58be148
making network behaviour abstract (#1669) 2020-04-07 10:23:09 +02:00
James Frowen
17885a0da2
Adding comments to NetworkBehaviour (#1670) 2020-04-07 00:33:15 +01:00
James Frowen
f8dee1f1a1
removing unnecessary using (#1667) 2020-04-06 09:56:26 -05:00
James Frowen
75dc0af65f
Pipeline fix for performance tests (#1666)
* updating coverage manifest

* removing version tag
2020-04-06 09:42:47 -05:00
James Frowen
52e91e7d1e
Benchmark performance test (#1661)
* benchmark performance test

* adding hooks for performance test

* using hooks to measure time of Lateupdate

moving code to setup and teardown
2020-04-06 09:49:46 +02:00
Chris Langsenkamp
532555bbea Put methods in call order 2020-04-04 12:03:08 -04:00
James Frowen
34415fe876
performance test for ULocalConnection (#1655) 2020-04-04 15:03:05 +02:00
James Frowen
3219fd4b51
performance test for NetworkWriter (#1654) 2020-04-04 15:02:48 +02:00
James Frowen
0157f9d909
adding performance test asmdef (#1653)
* adding performance test asmdef

* adding performance tests to packages

* fixing asmdef to work with 2018 and 2019
2020-04-04 14:21:53 +02:00
Paul Pacheco
84b2c8cf26
perf: Use continuewith to queue up ssl messages (#1640)
get rid of the complicated queue. Use Task.continuewith 

also,  apparently we have to flush or latency is really bad.
2020-04-03 07:24:07 -05:00
James Frowen
2ef8404f82
adding Category to weaver and Telepathy tests (#1643) 2020-04-02 18:50:42 +02:00
James Frowen
456fde07bc
removing cahced field (#1641) 2020-04-02 18:49:38 +02:00
James Frowen
4d5cee893d
perf: Adding buffer for local connection (#1621)
* Using writer for local connection

LocalConnectionBuffer

* removing assert

* fixing error and cleaning up code

* removing old queue

* tests for LocalConnectionBuffer

* removing field

* removing extra lines

* Update LocalConnections.cs

removing empty line

* adding comment for packet count
2020-04-02 18:49:09 +02:00
Chris Langsenkamp
caccebaa17 Updated example prefabs 2020-04-02 01:11:11 -04:00
Chris Langsenkamp
a6f98b09cf Updated NetworkManager Script Template 2020-04-01 23:49:47 -04:00
Paul Pacheco
6591539c31 Remove unused local variable 2020-04-01 12:02:44 -05:00
Chris Langsenkamp
e420dcb6b6 Fixed comment in template 2020-04-01 05:33:16 -04:00
MrGadget
d2a58a4c25
fix: Destroyed NetMan due to singleton collision must not continue. (#1636)
* fix: Destroyed NetMan due to singleton collision must not continue.

* Added comment

* Added Comment
2020-04-01 11:29:35 +02:00
Paul Pacheco
f2ccb59ae6
feat: logging api (#1611)
* feat: logging api

Provide a ILogger (from unity framework) per class
it can track loggers per class and use  Debug.unityLogger by default

* Logger field should never change

* Support loggers for static classes

Unfortunately we can't have generics with static classes.
Thus we can keep the loggers in a Dictionary instead indexed by name

if you need a logger for a static class,  you can just do:

private static readonly ILogger logger = LogFactory.GetLogger(nameof(MyClass));

* Remove unused using

* Better tests by providing a mock handler
2020-04-01 11:27:51 +02:00
James Frowen
4fea1ee9b3
making singleton private set (#1635) 2020-04-01 01:11:45 +02:00
James Frowen
8087d3da7d
explicit type preference (#1634) 2020-03-31 22:57:47 +02:00
James Frowen
2617d65ad1
removing unnecessary this (#1633) 2020-03-31 22:57:27 +02:00
James Frowen
1e326ce6fe
removing unnecessary casts (#1632) 2020-03-31 22:56:54 +02:00
James Frowen
7dde2f80fe
removing and sort using (#1631) 2020-03-31 22:56:30 +02:00
James Frowen
f19e2d3aac
more formatting (#1630) 2020-03-31 22:55:58 +02:00
James Frowen
c6501aab06
formatting (#1629) 2020-03-31 12:15:30 -05:00
Chris Langsenkamp
7f208ffba9 Updated Comments 2020-03-30 22:28:59 -04:00
James Frowen
1ae038172a
perf: faster NetworkReader pooling (#1623)
* replacing stack with array for NetworkReaderPool

* Reader tests
2020-03-30 17:08:21 +02:00
James Frowen
f9335bb5f3
Finding WeaverAssembler path before running tests (#1608)
* Finding WeaverAssembler path before running tests

* using nameof
2020-03-30 14:45:36 +02:00
James Frowen
dcb618bfd6
fixing MissingReferenceException (#1624) 2020-03-29 21:39:18 -04:00
Paul Pacheco
deb286f0c2 refactor: simplify getting hook method 2020-03-29 14:25:07 -05:00
Paul Pacheco
518233cd7e This is always true 2020-03-29 14:11:54 -05:00
Paul Pacheco
69fdbea892 Unused using 2020-03-29 14:11:54 -05:00
James Frowen
da2e61b30a
doc comments (#1622) 2020-03-29 11:41:21 -05:00
vis2k
254a49496f NetworkWriterPool: add performance comment 2020-03-29 17:33:03 +02:00
vis2k
d865dddb4e 10k demo: deterministic health updates 2020-03-29 17:29:11 +02:00
James Frowen
4fa43a9471
perf: faster NetworkWriter pooling (#1620)
* using array in NetworkWriterPool instead of stack

* Using property

adding debug warning if pool is full

* adding tests for  NetworkWriterPool

* Update NetworkWriterPool.cs

* Update NetworkWriterPoolTest.cs

Co-authored-by: vis2k <info@noobtuts.com>
2020-03-29 17:16:16 +02:00
Paul Pacheco
e96b687563 Revert "perf: faster NetworkWriter pooling (#1616)"
This reverts commit 5128b122fe.
2020-03-28 19:04:06 -05:00
Paul Pacheco
96e690ef9c Revert "Explain why 10"
This reverts commit e8cdb7569d.
2020-03-28 19:03:53 -05:00
Paul Pacheco
e8cdb7569d Explain why 10 2020-03-28 18:14:48 -05:00
James Frowen
e12f33d306
fixing MissingReferenceException (#1619) 2020-03-28 15:00:48 -04:00
James Frowen
5128b122fe
perf: faster NetworkWriter pooling (#1616)
Stack turned out to be slow way to pool NetworkWriters.
Replace them with an array

see #1614
2020-03-28 12:58:00 -05:00
Paul Pacheco
61163cacb4
perf: replace isValueType with faster alternative (#1617)
According to vis benchmark here https://github.com/vis2k/Mirror/issues/1614#issuecomment-605443808
isValueType is an expensive operation.

This microoptimization replaces isValueType for a faster (not so readable) alternative
2020-03-28 12:27:42 -05:00
Paul Pacheco
166b8c9467
perf: use byte[] directly instead of MemoryStream (#1618)
* perf: use byte[] directly instead of MemoryStream

* Optimize writing int32 and int64

* Update Assets/Mirror/Runtime/NetworkWriter.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update Assets/Mirror/Runtime/NetworkWriter.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update Assets/Mirror/Runtime/NetworkWriter.cs

* Start with bigger buffer

* Woops,  should have double checked suggestion

* Removed invalid Test

We should not require NetworkWriter to behave in certain way when Position
is set to out of bounds.

That is an invalid use of NetworkWriter, so NW should be free to do any behavior

* smells

* Update NetworkWriter.cs

Co-authored-by: vis2k <info@noobtuts.com>
2020-03-28 18:17:53 +01:00
vis2k
a4bd6e7e66
Examples: added 10k monsters benchmark (#1615)
* scene and 1bit from kenney

* tilemap

* slice sprites

* name some

* create empty tile

* 2d cam

* monster prefab

* 100 monsters

* monster netid

* rename

* zoom cam, 10k monsters

* resave scene for sceneids

* Monster script

* add transparent textures for monsters

* replace monster sprite with transparent

* scripts

* mvoed into benchmarks folder

* player sprite

* tilemap background

* player prefab

* health update
2020-03-28 13:03:19 +01:00
Paul Pacheco
3fb7559561 remove redundant code block 2020-03-27 17:25:33 -05:00
Paul Pacheco
f56471085f Fix typos in tests 2020-03-27 17:21:24 -05:00
Paul Pacheco
10813cb9eb Reduce cognitive complexity of GenerateClassOrStructReadFunction 2020-03-27 17:14:39 -05:00
Paul Pacheco
ef80575787 Remove redundant code block 2020-03-27 17:06:59 -05:00
Paul Pacheco
6587c1f7b9 Better comment 2020-03-27 17:03:40 -05:00
Paul Pacheco
1f8b27e927 Remove unused using 2020-03-27 17:02:59 -05:00
Lymdun
5d76afbe29
perf: Remove redundant mask (#1604) 2020-03-27 11:34:56 +01:00
Paul Pacheco
dbe1365329 fix naming convention 2020-03-26 23:15:09 -05:00
Paul Pacheco
1d4eed77ed Simplify getting methods 2020-03-26 19:28:17 -05:00
James Frowen
c6023c8275
unit test for IsActiveScene (#1597) 2020-03-27 00:22:46 +01:00
Paul Pacheco
c1cfc42181 perf: simplify and speed up getting methods in weaver 2020-03-26 17:35:15 -05:00
Paul Pacheco
ebc817028b reduce cognitive complexity of CheckForHookFunction 2020-03-26 17:35:15 -05:00
Paul Pacheco
c6e8717909 simplify getting attribute fields 2020-03-26 17:35:15 -05:00
Chris Langsenkamp
5146e95fe0 Udpated scene file 2020-03-26 18:15:44 -04:00
vis2k
6151edc730 rename test 2020-03-26 21:27:47 +01:00
vis2k
e059b23a7f
NetworkManager.StopHost stops client, then server. Seems more consistent this way. (#1602) 2020-03-26 21:10:16 +01:00
vis2k
678ac68b58
fix: #1515 - StopHost now invokes OnServerDisconnected for the host client too (#1601)
* fix: #1515 - StopHost now invokes OnServerDisconnected for the host client too

* avoid NullReferenceException when calling StopHost without StartHost

* test WIP

* test
2020-03-26 20:54:53 +01:00
Paul Pacheco
c8a1a5e56f
feat: now you can assign scenes even if not in Editor (#1576)
* feat: now you can assign scenes even if not in Editor

Instead of using scene name, scenes are now identified by path.
This fixes a couple problems:

1) In the room example, now you can assign the scenes even if they have
not been added to the editor.  This was a constant pain because if you
open the offlinescene, all the scenes got wiped.  You had to add the
scenes to the editor and reassign them all again.   With this PR you
will still need to add them to the editor, but they will remain
assigned.

2) It is possible for multiple scenes to have the same name,  but it is
not possible for multiple scenes to have the same path. So this is
a more robust way to identify scenes

This also greatly simplifies the scene SceneDrawer

BREAKING CHANGE: You will need to reassign your scenes after upgrade

* Automatically fix properties that were using name

If you open a NetworkManager or other gameobject that uses a scene name
it now gets converted to scene path by the SceneDrawer

* Use get scene by name

* Scene can never be null

* Update Assets/Mirror/Examples/AdditiveScenes/Scenes/MainScene.unity

* Issue warning if we drop the scene

* Issue error if scene is lost

* Add suggestion on how to fix the error

* Keep backwards compatibility, check for scene name

* cache the active scene

* Update Assets/Mirror/Editor/SceneDrawer.cs

Co-Authored-By: James Frowen <jamesfrowendev@gmail.com>

* GetSceneByName only works if scene is loaded

* Remove unused using

Co-authored-by: James Frowen <jamesfrowendev@gmail.com>
2020-03-26 17:49:47 +01:00
vis2k
8c6ae0f8b4
fix: #1599 - NetworkManager HUD calls StopHost/Server/Client depending on state. It does not call StopHost in all cases. (#1600) 2020-03-26 17:34:16 +01:00
Paul Pacheco
7a6b854179 Simplify finding custom attributes 2020-03-26 09:52:39 -05:00
Paul Pacheco
d530d7a1e4 Lists are not needed anymore 2020-03-26 07:50:16 -05:00
Paul Pacheco
97fe7a0a01 Simplify adding substitute methods 2020-03-26 07:46:15 -05:00
Paul Pacheco
9c4d172664 reduce Cognitive complexity 2020-03-26 00:36:15 -05:00
Paul Pacheco
486b094b22 reduce Cognitive complexity 2020-03-26 00:33:04 -05:00
Paul Pacheco
559cf80755 parameter name matches base class 2020-03-26 00:25:35 -05:00
Paul Pacheco
910aeab4eb fix smells 2020-03-26 00:24:20 -05:00
Paul Pacheco
3029467709 fix flaky test 2020-03-26 00:17:22 -05:00
Paul Pacheco
de768d142f Remove redundant if 2020-03-25 05:02:04 -05:00
Paul Pacheco
62525a9b4b Use List instead of yield return 2020-03-25 04:53:20 -05:00
Paul Pacheco
307807d68c Use List instead of yield return 2020-03-25 04:53:20 -05:00
vis2k
ad39ddc92f
NetworkTransform rotation compression removed. Gets rid of endless discussions, optimizations and issues. Sending a quaternion is never going to fail. (#1595)
* NetworkTransform rotation compression removed. Gets rid of endless discussions, optimizations and issues. Sending a quaternion is never going to fail.

* keep empty file

* keep empty file
2020-03-25 10:18:07 +01:00
Chris Langsenkamp
ef2f6b45bc Removed noisy warning and added reason in comments 2020-03-24 23:56:52 -04:00
Chris Langsenkamp
111ae51102 Room Example shows how to get Network Manager out of DontDestroyOnLoad 2020-03-24 22:04:54 -04:00
Chris Langsenkamp
d034ef616f feat: Added Virtual OnRoomStopServer to NetworkRoomManager and Script Template 2020-03-24 22:02:01 -04:00
Paul Pacheco
8026f6dcac unnest ifs 2020-03-24 20:17:03 -05:00
Paul Pacheco
0541b339ed Merge ifs, fix smells 2020-03-24 20:14:43 -05:00
Paul Pacheco
9c917c582e Remove unused using 2020-03-24 20:09:05 -05:00
Paul Pacheco
2a3470dfb4 Helpers should not be instantiated 2020-03-24 20:08:42 -05:00
Paul Pacheco
b740b2487b this is not code 2020-03-24 20:07:30 -05:00
Paul Pacheco
260e37cbb2 Reduce cognitive complexity of OnCompilationFinished 2020-03-24 20:04:34 -05:00
Paul Pacheco
6f04ff77d7 Remove commented out code 2020-03-24 20:02:49 -05:00
Paul Pacheco
48cf45b8ce Remove unused method 2020-03-24 20:01:55 -05:00
Paul Pacheco
f4bc7ca691 use same parameter name in override 2020-03-24 20:01:00 -05:00
Paul Pacheco
433818b440 Remove cognitive complexity of NetworkInformation
Split up large method,
Use static variables instead of fields
2020-03-24 19:58:39 -05:00
Chris Langsenkamp
85c4f1bcf1 Remove unused variable 2020-03-24 17:58:04 -04:00
vis2k
347cb5374d
fix: #1593 - NetworkRoomManager.ServerChangeScene doesn't destroy the world player before replacing the connection. otherwise ReplacePlayerForConnection removes authority form a destroyed object, causing all kidns of errors. The call wasn't actually needed. (#1594)
* fix: #1593 - NetworkRoomManager.ServerChangeScene destroys the world player after replacing the connection, not before. previously ReplacePlayerForConnection would operate on dead data.

* remove it entirely
2020-03-24 22:28:04 +01:00
Paul Pacheco
9a50fbd507 Remove redundant initialization 2020-03-24 15:59:17 -05:00
Paul Pacheco
9fe718e8d5 playerName -> PlayerName 2020-03-24 15:59:17 -05:00
Paul Pacheco
72de733a62 remove redundant initialization 2020-03-24 15:59:17 -05:00
Paul Pacheco
1be3333905 Move ResolveMethod together 2020-03-24 15:59:17 -05:00
Paul Pacheco
25b13f83c2 CheckDLLPath -> CheckDllPath 2020-03-24 15:59:17 -05:00
Paul Pacheco
f74abc8f86 UnityEngineDLLDirectoryName -> UnityEngineDllDirectoryName 2020-03-24 15:59:17 -05:00
Paul Pacheco
e83daa8c5c drawSyncList -> DrawSyncList 2020-03-24 15:59:17 -05:00
MrGadget
c796116758
Remove Usage of LAN in HUD and Docs (#1592)
* Remove usage of LAN in HUD and docs

* Server + Client

* Host (Server + Client)

* HUD Image
2020-03-24 21:55:18 +01:00
Paul Pacheco
4c15fcf771 fix naming conventions 2020-03-24 15:25:54 -05:00
Paul Pacheco
6968234689 Reduce cognitive complexity of OnPostProcessScene
Fixes smell found by sonar qube
No code changes, just split into 2 functions
2020-03-24 15:20:42 -05:00
Paul Pacheco
e841aa9bf7 merge ifs 2020-03-24 15:10:32 -05:00
Paul Pacheco
9cc67938c3 remove redundant cast 2020-03-24 15:08:29 -05:00
Paul Pacheco
2d554d446e Reduce cognitive complexity of RebuildObservers
Identified as a smell by sonar qube
No logic changes, just refactor the code into a separate functions
2020-03-24 14:52:19 -05:00
Chris Langsenkamp
f084706bdf Scene meta update 2020-03-24 15:28:34 -04:00
Paul Pacheco
c69ae75d6a simplify parameter change 2020-03-24 13:47:10 -05:00
Paul Pacheco
aba028e74b Reduce cognitive complexity of NetworkRoomPlayer.OnGUI
fixes code smell in SQ, no behavior change,  just split the method into
smaller methods
2020-03-24 12:52:02 -05:00
Paul Pacheco
102a8822b0 fix smell discard unused parameter 2020-03-24 12:52:02 -05:00
Paul Pacheco
e8c9d7951d test that we cannot unpack the wrong message 2020-03-24 10:37:54 -05:00
Paul Pacheco
a7ab26fa7d Simplify tests 2020-03-24 08:31:19 -05:00
Paul Pacheco
4a9dca3c1c Simplify tests 2020-03-24 08:16:19 -05:00
Paul Pacheco
1362b80eb4 A test should only test one thing 2020-03-24 08:11:42 -05:00
Paul Pacheco
f6bb3a9f06 use Assert.Throws 2020-03-24 08:09:41 -05:00
Paul Pacheco
2714be3869 Remove unused using 2020-03-24 08:04:42 -05:00
Paul Pacheco
3321dd8a95 Move NSubstitute to common folder, It will be used in play mode tests 2020-03-24 08:03:22 -05:00
Paul Pacheco
19a17c15b9 MemoryTransport is only for tests 2020-03-24 08:01:39 -05:00
vis2k
9e26b26689
NetworkIdentity.isServer simplified via one flag instead of helper variable + netId check. When isServer is set in OnStartServer, netId is set to != 0 in any case, so the previous check was unnecessary. (#1590)
* NetworkIdentity.isServer simplified via one flag instead of helper variable + netId check

* simplify teardowns

* NetworkIdentityTests can set isServer directly now

* networkbehaviourtests simplified

* NetworkServerTests can set isServer directly now

* remove comment
2020-03-24 11:25:04 +01:00
vis2k
9d088bc942
fix #1484: isServer state in NetworkIdentity is not dependent on NetworkServer.active anymore. Fixes a bug where isServer was already false in OnDestroy, but we sometimes still need it there to save a player etc. Also added a test to prevent it in the future. (#1585)
* fix #1484: revert isServer simplifiy. Fixes a bug where isServer was already false in OnDestroy, but we need sometimes still need it there to save skillbars etc.

* update comment
2020-03-24 11:07:40 +01:00
vis2k
2f87f3cca7 Runtime tests setup 2020-03-24 10:52:14 +01:00
Paul Pacheco
613356a6d0 fix smell, call parameter the same as base method 2020-03-23 10:29:45 -05:00
Paul Pacheco
0beba4dd2b fix smell, call parameter the same as base method 2020-03-23 10:28:49 -05:00
Paul Pacheco
f4a8692873 fix smell, keep parameter name in override 2020-03-23 10:27:51 -05:00
Paul Pacheco
bb655de71b fix smell keep overloaded methods together 2020-03-23 10:26:25 -05:00
Paul Pacheco
3a73a11a55 fix smell, use pascal case 2020-03-23 10:22:06 -05:00
Paul Pacheco
effb05e732 fix smells 2020-03-23 10:21:45 -05:00
James Frowen
cf55333a07
fix: overriden hooks are invoked (fixes #1581) (#1584)
* failing tests for virutal methods used by syncvar hook

* replacing Assert.fail to stop OnDeserialize failed error

* adding tests to make sure classes are set up correctly

* fix: call overriden hooks

Use a virtual call for hooks.  fixes #1581

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-03-23 14:06:24 +01:00
James Frowen
c7c3ee4ab9
Tests for SyncLists that use structs (#1583) 2020-03-22 17:05:50 -05:00
Paul Pacheco
addf847675
Move comments to previous line (#1579)
* Move comments to the previous Lines

We have a mix of comments at on the previous line and at the end of
the line. We need to "pick one way and stick with it".

Per the C# code guidelines, comments go on the previous line. See here:
https://docs.microsoft.com/en-us/dotnet/csharp/programming-guide/inside-a-program/coding-conventions

This also makes pull requests more readable since comments are less
likely to wrap

There are no code changes here, just a search and replace for all comments

This also makes cloc counts more accurate as it can better determine
how many lines of comments vs code we have

* Update Assets/Mirror/Components/NetworkTransformBase.cs

* Update Assets/Mirror/Examples/ListServer/ListServer.cs

* Update Assets/Mirror/Tests/Editor/WeaverTests~/TestingScriptableObjectArraySerialization.cs

* Update Assets/Mirror/Tests/Editor/WeaverTests~/TestingScriptableObjectArraySerialization.cs
2020-03-21 19:31:10 +01:00
MrGadget
b627779acd
fix: Make SendToReady non-ambiguous (#1578) 2020-03-21 11:33:35 -05:00
James Frowen
ad10ca115e
Weaver test for adding guard code (#1574)
* Adding check to make sure weaver adds code

* tests for network behaviour

* marking methods as static

* adding comment to method body

* making Weaver internal

* replacing string
2020-03-21 16:03:48 +01:00
James Frowen
0eb180555d
Fixing exceptions (#1569)
* removing another use of serializedObject

breaks when target is null

* adding check if target is NetworkBehaviour

* moving check from OnInspectorGUI
2020-03-21 14:46:02 +01:00
MrGadget
3156504270
fix: Added LogFilter.Debug check in a few places (#1575) 2020-03-21 14:42:33 +01:00
Chris Langsenkamp
4d827cd9f6 fix: comment punctuation 2020-03-20 20:30:35 -04:00
Chris Langsenkamp
cedbd8fb7a Make roomPlayerPrefab protected so it can be referenced in derived classes 2020-03-20 20:23:16 -04:00
Chris Langsenkamp
a8c4d6682e Fixed Template 2020-03-20 19:22:38 -04:00
James Frowen
d9cc73eabe
moving code to its own class (#1573)
* moving code to its own class

* using code suggestions
2020-03-20 22:21:01 +01:00
Paul Pacheco
59687675c9 Fix sonarqube null warning
Once upon a time, connections could be null here.  This is no longer
the case, connections always have something,

Even if they were null,  this method would not work at all because
the conn.Send call at the bottom would throw NRE.

Therefore the null checks here are unnecesary
2020-03-20 08:01:33 -05:00
FirstGearGames
57eff86e3f
Change LogError to Log. Added more details. (#1545)
Since messages behave similar to events and given the process is not technically breaking, using LogError seems incorrect. Using Log, maybe LogWarning would be more appropriate. Added additional text to clarify why the user may be seeing that log entry.
2020-03-20 10:56:02 +01:00
James Frowen
e040e6dc85
Removing use of serialized object (#1568)
using serializedObject causes AgumentException if target is null
2020-03-19 21:56:34 -05:00
James Frowen
c7c3ea8e0f
Moving draw synclist to class (#1566)
creating SyncListDrawer
2020-03-19 21:32:00 -05:00
James Frowen
a520c0e41d
Simplifying get type (#1567)
* adding IsParameterControlledByCurve check

* Simplifying GetType

Adding Warning because target is only null is something has gone wrong

* removing serializedObject.update

we dont use any values from serializedObject so we dont need to call update
2020-03-19 21:31:08 -05:00
James Frowen
421832f650
Cleaning up network behaviour inspector (#1565)
split large method into smaller ones
2020-03-19 20:46:53 -05:00
James Frowen
cc4032e236
Adding header before sync list (#1564)
matches untiy's Header style
2020-03-19 20:04:48 -05:00
James Frowen
55107115c6
feat: SyncSet and SyncDictionary now show in inspector (#1561)
SyncSet and SyncDictionary now show in inspector
2020-03-19 20:02:51 -05:00
Paul Pacheco
6b0fa18e0f Remove unused HideScriptField 2020-03-19 19:28:47 -05:00
Paul Pacheco
5571716749 Remove unused initialize field 2020-03-19 19:25:33 -05:00
James Frowen
b8c87d9053
fix: show private serializable fields in network behavior inspector (#1557)
* adding IsParameterControlledByCurve check

* Adding all visible syncvar fields to syncVarNames

old code only included public sync var fields
new code includes public and private fields with "SerializeField"

* adding comment

* adding method comment

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-03-19 18:52:31 -05:00
James Frowen
55767bb54d
Fixing syncs anything (#1560)
* adding IsParameterControlledByCurve check

* Fixing SyncsAnything

old code would not work with custom SyncObjects
2020-03-19 18:40:57 -05:00
James Frowen
98ecf7b647
Moving initialize code to onenable (#1558)
* adding IsParameterControlledByCurve check

* Moving Init code to OnEnable

the initialized bool is redundant

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-03-19 18:36:37 -05:00
James Frowen
b4ff4f2ce1
Using draw default inspector (#1559)
* adding IsParameterControlledByCurve check

* using DrawDefaultInspector

Now that SyncVar has a drawer this code is redundant
2020-03-19 18:29:55 -05:00
Chris Langsenkamp
e946c79194 fix: Fixed ClienRpc typos 2020-03-18 19:02:58 -04:00
James Frowen
cf8b979cce
adding IsParameterControlledByCurve check (#1547) 2020-03-18 17:30:16 +01:00
MrGadget
2d1b142276
fix: Prevent Double Call of NetworkServer.Destroy (#1554)
* fix: Prevent Double Call of NetworkServer.Destroy

* doc: Updated ChangeLog

* Extended comments and added LogWarning
2020-03-18 17:25:22 +01:00
James Frowen
35d7c9ddb4
adding PropertyDrawer for syncvar (#1552)
This fixing position of label with HeaderAttribute
This will also make sure that label is shown for all visable fields
2020-03-18 09:36:10 +01:00
Chris Langsenkamp
6f617f92e3 Added Tooltips and Headers to NetworkRoomManager and NetworkRoomPlayer 2020-03-17 23:47:57 -04:00
Chris Langsenkamp
a4ffcbe280 fix: Updated NetworkRoomPlayer inspector and doc and image 2020-03-17 19:22:53 -04:00
MrGadget
46c80bdc2e
Reverted 6431c28a (#1553) 2020-03-17 19:08:47 -04:00
vis2k
4faec29559
removed obsoletes (#1542)
* lobby

* networkroommanager

* networkanimatoreditor

* networkidentityeditor

* preprocessordefine

* clientscene

* customattributes

* localclient

* messages

* networkbehaviour

* networkclient

* networkconnection

* networkidentity

* networkmanager

* networkserver

* networkwriter

* syncdictionary

* synclist

* unetwork

* transport

* networkmessage

* remove leftover obsoletes

* NetworkServer

* NetworkManager

* NetworkRoomManager

* NetworkRoomManager

* AddPlayerMessage

* NetworkLobbyManager & NetworkLobbyPlayer

* PreprocessorDefine

* Removed usings

* Commented test class

* Restored NetworkMessage as empty file

* Removed SyncVarSTRUCT tests

* Removed SyncVarSTRUCT tests

Co-authored-by: Chris Langsenkamp <chris@clevertech.net>

leaving a few ones still in there:

addplayermessage
llapi because still useful
networkbehaviour.getrpchandler for networkprofiler

BREAKING CHANGE: removed obsoletes
2020-03-17 15:25:36 -05:00
Chris Langsenkamp
7bd137847d Added Deprecated Comment 2020-03-17 11:03:00 -04:00
Paul Pacheco
658847b096
fix: Command and Rpc debugging information (#1551)
When replacing command and rpc methods,  we now correctly move over
the debugging information.

Now you can put breakpoints in commands and Rpc

Should fix #1550
2020-03-16 18:50:14 -05:00
Paul Pacheco
0b84d4c5e1 fix: Report correct channel to profiler in SendToObservers 2020-03-15 11:54:39 -05:00
vis2k
20a2d09d07 fix: NetworkBehaviour.SyncVarNetworkIdentityEqual made protected again so that Weaver finds it again 2020-03-09 21:54:19 +01:00
vis2k
165a1dd94c fix: NetworkBehaviour.SyncVarGameObjectEqual made protected again so that Weaver finds it again 2020-03-09 21:51:17 +01:00
vis2k
76dd0c83bf syntax 2020-03-09 16:50:32 +01:00
vis2k
c928ef2353 syntax 2020-03-09 16:39:31 +01:00
vis2k
5801051a29 Weaver Helpers: remove unused AddSearchDirectoryHelper 2020-03-09 16:23:51 +01:00
vis2k
a26a0a39e2 syntax 2020-03-09 16:22:27 +01:00
vis2k
eb4ccd54b7 syntax 2020-03-09 16:21:36 +01:00
vis2k
83c8beac5e NetworkClientTests: Send 2020-03-09 11:23:28 +01:00
vis2k
df0ec137d0 NetworkClientTests: DisconnectInHostMode 2020-03-09 11:12:22 +01:00
vis2k
53165d2096 NetworkClientTests: ConnectUri 2020-03-09 11:05:59 +01:00
vis2k
572866410f Tests: MemoryTransport server connection id changed from 0 to 1 because 0 is reserved for localhost and will be rejected 2020-03-09 11:05:48 +01:00
vis2k
fe94b74009 Tests: MemoryTransport LateUpdate exposed so we can process messages 2020-03-09 11:05:19 +01:00
vis2k
f26ba488b8 NetworkClientTests: isConnected 2020-03-09 10:51:41 +01:00
vis2k
f9b8914e6d NetworkClientTests: serverIp 2020-03-09 10:47:44 +01:00
Chris Langsenkamp
4b27388771 Removed StartHost from ScriptTemplate 2020-03-08 11:19:13 -04:00
Paul Pacheco
f1860e3db9 test: test for obsolete should also be obsolete 2020-03-08 09:12:10 -05:00
vis2k
b74ef10780 NetworkBehaviourTests: OnStartLocalPlayer 2020-03-07 20:50:55 +01:00
vis2k
d48ab55ede NetworkBehaviourTests: OnStartClient 2020-03-07 20:50:01 +01:00
vis2k
ad0788fb95 NetworkBehaviourTests: OnNetworkDestroy 2020-03-07 20:48:42 +01:00
vis2k
35ab00f4eb NetworkBehaviourTests: SerializeAndDeserializeObjectsAll 2020-03-07 20:42:52 +01:00
vis2k
d703072768 NetworkBehaviour.DeSerializeObjectsDelta made internal so it can be tested 2020-03-07 20:42:42 +01:00
vis2k
d5b7802ae3 NetworkBehaviourTests: SerializeAndDeserializeObjectsAll 2020-03-07 20:38:58 +01:00
vis2k
2ff53580ba NetworkBehaviour: DeSerializeObjectsAll made internal so we can test it 2020-03-07 20:38:46 +01:00
vis2k
07530a301f NetworkBehaviourTests: DirtyObjectBits 2020-03-07 20:31:30 +01:00
vis2k
a4e0b32713 NetworkBehaviour.DirtyObjectBits made internal so it can be tested 2020-03-07 20:31:19 +01:00
vis2k
f12048a5c8 NetworkBehaviourTests: ClearAllDirtyBitsClearsSyncObjectsDirtyBits 2020-03-07 20:21:06 +01:00
vis2k
81c86d3d80 NetworkBehaviourTests: ClearAllDirtyBitsClearsSyncVarDirtyBits 2020-03-07 20:15:57 +01:00
vis2k
258d3bed02 NetworkBehaviourTests: GetSyncVarNetworkIdentityOnClientNull 2020-03-07 18:57:06 +01:00
vis2k
29035aaa7e NetworkBehaviourTests: GetSyncVarNetworkIdentityOnClient 2020-03-07 18:56:54 +01:00
vis2k
c84cbe38de NetworkBehaviourTests: GetSyncVarNetworkIdentityOnServerNull 2020-03-07 18:56:45 +01:00
vis2k
ed71ab0824 NetworkBehaviourTests: GetSyncVarNetworkIdentityOnServer 2020-03-07 18:56:34 +01:00
vis2k
b81a48ff36 NetworkBehaviourTests: SetSyncVarNetworkIdentityZeroNetId 2020-03-07 18:54:04 +01:00
vis2k
abcecf1eaf NetworkBehaviourTests: SetSyncVarNetworkIdentityNull 2020-03-07 18:53:56 +01:00
vis2k
356a054109 NetworkBehaviourTests: SetSyncVarNetworkIdentityWithValidObject 2020-03-07 18:53:47 +01:00
vis2k
006d3d5660 NetworkBehaviourTests: GetSyncVarGameObjectOnClientNull 2020-03-07 18:36:47 +01:00
vis2k
01a16581b3 NetworkIdentityTests: GetSyncVarGameObjectOnClient 2020-03-07 18:35:26 +01:00
vis2k
8acdd76699 NetworkBehaviourTests: GetSyncVarGameObjectOnServerNull 2020-03-07 18:31:28 +01:00
vis2k
c6c1a36559 NetworkBehaviourTests: GetSyncVarGameObjectOnServer 2020-03-07 18:29:54 +01:00
vis2k
f51e587c67 remove old empty Telepathy.dll + meta file. This causes a confusing 'failed to parse meta file' warning in Unity 2019.3, and we don't need it anymore anyway. UNET never had Telepathy. 2020-03-07 18:02:44 +01:00
vis2k
7006313aad NetworkBehaviourTests: SetSyncVarGameObjectZeroNetId 2020-03-07 18:00:12 +01:00
vis2k
9ff2a60e7a NetworkBehaviourTests: SetSyncVarGameObjectWithoutNetworkIdentity 2020-03-07 17:57:04 +01:00
vis2k
be422c9fda NetworkBehavourTests: SetSyncVarGameObjectNull 2020-03-07 17:40:45 +01:00
vis2k
ab8da21853 tests: syncInterval 0 for isdirty to work 2020-03-07 17:40:37 +01:00
vis2k
87eecc5d3f clean up too 2020-03-07 17:38:16 +01:00
vis2k
971a499a82 NetworkBehaviourTests: SetSyncVarGameObjectWithValidObject 2020-03-07 17:36:42 +01:00
vis2k
9687168ea4 NetworkBehaviourTests: SyncVarNetworkIdentityEqualUnspawnedIdentityZeroNetIdIsTrue 2020-03-07 14:55:22 +01:00
vis2k
e4e540c602 NetworkBehaviourTests: SyncVarNetworkIdentityEqualUnspawnedIdentity 2020-03-07 14:55:20 +01:00
vis2k
a9f83bb8bc NetworkBehaviourTests: SyncVarNetworkIdentityEqualValidIdentityWithSameNetId 2020-03-07 14:55:18 +01:00
vis2k
1408e8de42 NetworkBehaviourTests: SyncVarNetworkIdentityEqualValidIdentityWithDifferentNetId 2020-03-07 14:55:16 +01:00
vis2k
c9a3a0dceb NetworkBehaviourTests: SyncVarNetworkIdentityEqualNull 2020-03-07 14:55:14 +01:00
vis2k
f9c9e140f5 NetworkBehaviourTests: SyncVarNetworkIdentityEqualZeroNetIdNullIsTrue 2020-03-07 14:55:11 +01:00
vis2k
cdf86ee3c8 NetworkBehaviour.SyncVarNetworkIdentityEqual made internal so it can be tested. will be made static soon anyway. 2020-03-07 14:55:09 +01:00
vis2k
a67db0df86 NetworkBehaviourTests: SyncVarGameObjectEqualUnspawnedGOZeroNetIdIsTrue 2020-03-07 14:45:54 +01:00
vis2k
b400f4a04a NetworkBehaviourTests: SyncVarGameObjectEqualUnspawnedGO 2020-03-07 14:45:51 +01:00
vis2k
5506503da4 NetworkBehaviourTests: SyncVarGameObjectEqualValidGOWithSameNetId 2020-03-07 14:45:49 +01:00
vis2k
a3ae46f8f4 NetworkBehaviourTests: SyncVarGameObjectEqualValidGOWithDifferentNetId 2020-03-07 14:45:47 +01:00
vis2k
46a13a2c2a NetworkBehaviourTests: SyncVarGameObjectEqualZeroNetIdAndGOWithoutIdentityComponentIsTrue 2020-03-07 14:45:45 +01:00
vis2k
8edad03328 NetworkBehaviourTests: SyncVarGameObjectEqualZeroNetIdNull 2020-03-07 14:45:43 +01:00
vis2k
08f426970a NetworkBehaviourTests: SyncVarGameObjectEqualWithoutIdentityComponent 2020-03-07 14:45:41 +01:00
vis2k
949ce8288c NetworkBehaviourTests: SyncVarGameObjectEqualNull 2020-03-07 14:45:39 +01:00
vis2k
fa707832a9 NetworkBehaviour.SyncVarGameObjectEqual made internal so we can test it. We will make this static soon anyway. 2020-03-07 14:45:37 +01:00
vis2k
7c4ea0d08b NetworkBehaviour.GetRpcHandler renamed to GetDelegate 2020-03-07 14:01:57 +01:00
vis2k
bf1ac3279b improve previous test 2020-03-07 13:58:52 +01:00
vis2k
3acdd97fee NetworkBehaviourTests: GetRpcHandler 2020-03-07 13:56:09 +01:00
vis2k
cdd7055b66 clean up last test too 2020-03-07 13:50:45 +01:00
vis2k
00ef376f2d NetworkBehaviourTests: RegisterDelegate improved 2020-03-07 13:48:20 +01:00
vis2k
f22188ff0b NetworkBehaviourTests: RegisterDelegateDoesntOverwrite 2020-03-07 13:43:35 +01:00
vis2k
7071794e46 NetworkBehaviour.InvokeDelegate: fix error message saying the same function twice instead of the new function 2020-03-07 13:43:27 +01:00
vis2k
88640c9d89 NetworkBehaviour.RegisterDelegate: improve syntax 2020-03-07 13:43:00 +01:00
vis2k
ab1211b287 NetworkBehaviourTests: InvokeSyncEvent 2020-03-06 16:29:23 +01:00
vis2k
05c2a13e02 NetworkBehaviourTests: SendEventInternal 2020-03-06 16:27:46 +01:00
vis2k
8e9bcac4f6 NetworkBehaviourTests: InvokeRPC 2020-03-06 10:41:48 +01:00
vis2k
3c4b2fd9d8 NetworkBehaviourTests: SendTargetRPCInternal 2020-03-06 10:39:07 +01:00
vis2k
7656a833c9 NetworkBehaviourTests: SendRPCInternal 2020-03-06 09:52:15 +01:00
vis2k
644626294b NetworkBehaviourTests: InvokeCommand 2020-03-05 21:45:24 +01:00
vis2k
92835cfc12 NetworkBehaviourTests: clear up delegates 2020-03-05 21:43:37 +01:00
vis2k
342f5b8b98 NetworkBehaviourTests: SendCommandInternal 2020-03-05 21:43:31 +01:00
vis2k
85dab627ef NetworkIdentityTests: clear up delegates 2020-03-05 21:43:14 +01:00
vis2k
b91ed1aead NetworkServerTests: clear up delegates 2020-03-05 21:43:10 +01:00
vis2k
1bdd6a80b2 NetworkBehaviourTests: SendCommandInternal improved 2020-03-05 16:01:42 +01:00
vis2k
faa78493b9 NetworkBehaviourTests: SendCommandInternal 2020-03-05 15:47:26 +01:00
vis2k
b330a9c6b3 accidentally merged this one 2020-03-05 14:31:12 +01:00
vis2k
e37e2ff2fc NetworkBehaviourTests: InitSyncObject 2020-03-05 13:42:45 +01:00
vis2k
cdea476212 NetworkBehaviourTests: HookGuard 2020-03-05 13:40:26 +01:00
vis2k
c4060df00b NetworkBehaviourTests: OnCheckObserverTrueByDefault 2020-03-05 13:26:24 +01:00
vis2k
43909bb40e NetworkBehaviourTests: ComponentIndex 2020-03-05 13:20:31 +01:00
vis2k
eb977896f8 NetworkIdentityTests: HasIdentitysConnectionToClient 2020-03-05 12:59:04 +01:00
vis2k
892215cfe3 NetworkIdentityTests: HasIdentitysConnectionToServer 2020-03-05 12:58:55 +01:00
vis2k
d396857148 NetworkBehaviourTests: HasIdentitysNetId 2020-03-05 12:42:03 +01:00
vis2k
6fffb051d1 NetworkBehaviourTests: HasNoAuthorityByDefault 2020-03-05 12:24:39 +01:00
vis2k
f326520d31 NetworkBehvaviourTests: simplify 2020-03-05 12:21:29 +01:00
vis2k
be6696032f NetworkIdentityTests: IsClientOnly 2020-03-05 12:19:48 +01:00
vis2k
8f9064a923 NetworkBehaviourTests: IsServerOnly 2020-03-05 10:09:08 +01:00
vis2k
15915f573e NetworkBehaviourTests preparations 2020-03-04 23:54:22 +01:00
vis2k
1d120a9d80 NetworkIdentity.RebuildObserver: move observers code above host visibility code 2020-03-04 18:38:17 +01:00
vis2k
d9ea5fdcf2 NetworkIdentityTests: RebuildObserversReturnsIfNull 2020-03-04 17:21:56 +01:00
vis2k
37e783f625 NetworkIdentityTests: RebuildObserversAddRemoveAndVisListTest that tests a full add/remove observers workflow 2020-03-04 17:17:21 +01:00
vis2k
0093a2cfe1 NetworkConnection.visList made internal so we can test RebuildObservers fully. It's a complex function and we need to be 100% sure that visList behaviour is correct. 2020-03-04 17:16:59 +01:00
vis2k
290561167d NetworkIdentityTests: RebuildObserversAddsReadyComponentConnectionsIfImplemented 2020-03-04 14:55:34 +01:00
vis2k
a5f495a774 fix: NetworkIdentity.RebuildObservers: added missing null check for observers coming from components that implement OnRebuildObservers. Previously this caused a NullReferenceException. 2020-03-04 14:55:27 +01:00
vis2k
26c0c03fd8 NetworkIdentityTests: RebuildObserversSetsHostVisibility 2020-03-04 14:34:07 +01:00
vis2k
1ddb9ae075 add comment 2020-03-04 13:21:18 +01:00
vis2k
0f110eb4b7 NetworkIdentity.RebuildObservers: put conn null/ready checks into one line 2020-03-04 13:20:39 +01:00
vis2k
4ba456439a NetworkIdentity.RebuildObservers: improve comments to explain what happens 2020-03-04 13:15:56 +01:00
vis2k
dbfd1830d3 NetworkIdentity.RebuildObservers: syntax improved 2020-03-04 13:14:26 +01:00
vis2k
1133fe4e25 forgot to remove comment 2020-03-04 09:23:23 +01:00
vis2k
8e6f5ba89c NetworkIdentityTests: RebuildObserversDoesNotAddServerConnectionsIfImplemented 2020-03-04 09:22:04 +01:00
vis2k
9c09c26a5c fix: SendToObservers missing result variable 2020-03-04 09:20:28 +01:00
vis2k
66d858e631 NetworkIdentityTests: RebuildObserversAddsReadyServerConnectionsIfNotImplemented 2020-03-04 09:17:47 +01:00
Paul Pacheco
9c81c9b2eb
refactor: SendToObserver returns void (#1539)
We calculate a bool out of SendToObserver, but it is not clear what it is
and we don't use the result at all.  So just simplify things.
2020-03-04 08:52:17 +01:00
vis2k
549c729a07 NetworkIdentityTests: AddAllReadyServerConnectionsToObservers 2020-03-03 23:43:20 +01:00
vis2k
a5602011dd rename to be 100% obvious 2020-03-03 23:31:44 +01:00
vis2k
66d3e8ddf7 NetworkIdentity.RebuildObservers code split into AddAllServerConnectionsToObservers helper function 2020-03-03 23:29:47 +01:00
vis2k
d6a93275f9 NetworkIdentity.RebuildObservers: result renamed to rebuildOverwritten because that's what it's for 2020-03-03 23:22:49 +01:00
vis2k
6eedd2405c NetworkIdentity.GetNewObservers: result renamed to rebuildOverwritten because that's what it's for 2020-03-03 23:22:37 +01:00
vis2k
15a47ca19c NetworkIdentityTests: RebuildObserversOnlyAddsOwnPlayerIfReady 2020-03-03 23:05:41 +01:00
vis2k
3e8c6089b0 NetworkIdentityTests: RebuildObserversAddsOwnReadyPlayer 2020-03-03 23:05:41 +01:00
Paul Pacheco
60226797ac tests: Fix tests
CI/CD pipeline runs in headless mode,  so this check is invalid
2020-03-03 15:43:25 -06:00
Paul Pacheco
108c83a43a refactor: use NUnit idiomatic constraints
Why?
Suppose you have this:
```cs
Assert.That(manager.networkAddress == "localhost");
```
and suppose it fails,   it will give you:
"Expected True,  but got False"
which does not give you anything useful.

Suppose you have this instead:
```cs
Assert.That(manager.networkAddress, Is.EqualTo("localhost"));
```
Suppose it fails,  now it will give you a much more useful error message:
"Expected 'localhost'  but got 'xxxxx'"

It makes debugging tests a lot easier.
2020-03-03 15:39:25 -06:00
vis2k
fb9c55bf6e NetworkIdentityTests cleaned up 2020-03-03 22:37:13 +01:00
vis2k
b2a094930f syntax 2020-03-03 22:27:27 +01:00
vis2k
a302306dd1 NetworkIdentityTests: GetNewObserversFalseIfNoComponents test 2020-03-03 22:24:13 +01:00
vis2k
102484b811 NetworkIdentityTests: GetNewObserversClearsHashSet test 2020-03-03 22:24:13 +01:00
vis2k
260ca9a491 NetworkIdentityTests: GetNewObservers test 2020-03-03 22:24:13 +01:00
vis2k
01f5fb4a94 NetworkIdentity.RebuildObservers: GetNewObservers code split into separate function 2020-03-03 22:24:13 +01:00
Paul Pacheco
e00e8195bb Simplify 2020-03-03 10:40:57 -06:00
vis2k
4bc1c3eb20 NetworkIdentityTests HandleEvent tests invalid component index / function hash too 2020-03-03 13:19:09 +01:00
vis2k
bbcc3599ef NetworkIdentityTests HandleRpc tests invalid component index / function hash too 2020-03-03 13:19:03 +01:00
vis2k
b9dab2ca7a NetworkIdentityTests HandleCommand tests invalid component index / function hash too 2020-03-03 13:18:55 +01:00
vis2k
ea54890dca NetworkIdentityTests: HandleCommand/Rpc/SyncEvent tests improved 2020-03-03 13:15:54 +01:00
vis2k
6cdb9a3d8b NetworkIdentityTests: HandleSyncEvent 2020-03-03 13:08:58 +01:00
vis2k
0f362ec1cf NetworkIdentityTests: HandleRPC 2020-03-03 13:06:20 +01:00
vis2k
598766764c typo 2020-03-03 13:03:25 +01:00
vis2k
0b257fbd3a NetworkIdentityTests: HandleCommand 2020-03-03 13:02:44 +01:00
vis2k
bd9747e735 NetworkReader/WriterTest: benchmark doesn't need to run each time, takes at least 6s together. 2020-03-03 12:15:07 +01:00
uwee
67462553fb
test add NetworkManagerTests (#1537)
* test add NetworkManagerTests

not complete and 1 does not reliably work

* fix broken client test

* remove incomplete test for NG

* added more state checking

* shutdown state test

* add startposition tests
2020-03-03 09:28:28 +01:00
Lymdun
ca166bd95f
Improve LocalConnectionTest (#1538) 2020-03-02 22:41:27 +01:00
vis2k
e9d4f04da5 typo 2020-03-02 15:55:01 +01:00
vis2k
7df6e79b61 NetworkIdentityTests: AssignAndRemoveClientAuthority improved 2020-03-02 15:54:47 +01:00
vis2k
4b6affb523 NetworkIdentityTests: AssignAndRemoveClientAuthority test improved 2020-03-02 15:50:32 +01:00
vis2k
eb958ae182 NetworkIdentity.AssignClientAuthority: null check first. more obvious error message and easier to test. 2020-03-02 15:50:13 +01:00
vis2k
66a9127b96 NetworkIdentityTests: AssignAndRemoveClientAuthority 2020-03-02 15:40:26 +01:00
vis2k
9c8d6f3cb1 NetworkIdentityTests: ServerUpdate 2020-03-02 13:28:10 +01:00
vis2k
97a5a1211d add comment 2020-03-02 12:13:23 +01:00
vis2k
b787274732 forgot to save 2020-03-02 12:07:56 +01:00
vis2k
5a1bfdf1a4 NetworkIdentity.MirrorUpdate renamed to ServerUpdate because that's what it does 2020-03-02 12:06:12 +01:00
vis2k
de4a7107a6 NetworkIdentityTests: Reset 2020-03-02 11:44:36 +01:00
vis2k
e43ed3e09d NetworkIdentityTests: ClearAllComponentsDirtyBits 2020-03-02 11:14:27 +01:00
vis2k
f9fdca3598 NetworkIdentityTests: ClearDirtyComponentsDirtyBits test improved 2020-03-02 11:09:16 +01:00
vis2k
eac93e1a27 NetworkIdentityTests: ClearDirtyComponentsDirtyBits 2020-03-02 11:07:07 +01:00
uwee
df430e1bfc
Test coverage for NetworkTransformChild (#1536)
* Test coverage for NetworkTransformChild

* add missing meta file

* applied codacy suggestions
2020-03-02 09:44:39 +01:00
uwee
05a44b9c6f
adds missing addplayertest (#1530)
* adds missing addplayertest

code is set to depreciate but should still be covered until then.

* remove json file from commit

opps

* updated to include suggestions from Codacy
2020-03-02 09:43:10 +01:00
Paul Pacheco
22636c9a6c
Disable telepathy tests until they are fixed (#1534) 2020-03-02 09:40:04 +01:00
vis2k
65645dd266 NetworkIdentity: AssignClientAuthority moved above RemoveClientAuthority 2020-03-01 12:05:46 +01:00
vis2k
508e253bb1 NetworkIdentityTests: AddObserver 2020-03-01 12:02:25 +01:00
vis2k
8cd50cf9f2 NetworkIdentityTests: make sure that calling OnStartClient twice will return early 2020-03-01 11:54:23 +01:00
vis2k
90cece63dc NetworkIdentityTests: ClearObservers 2020-03-01 11:54:02 +01:00
vis2k
d9036a6a79 CustomAttributeTests: use channels enum 2020-03-01 11:41:25 +01:00
uwee
b440130647
adds test coverage for CustomAttribute (#1531) 2020-03-01 11:13:48 +01:00
vis2k
3bc38d8938 copy paste error 2020-02-28 16:56:38 +01:00
vis2k
4357752f91 NetworkIdentityTests: OnNetworkDestroy 2020-02-28 16:55:22 +01:00
vis2k
6b35bf0133 NetworkIdentity.OnNetworkDestroy moved upwards and catches exceptions now too 2020-02-28 16:55:14 +01:00
vis2k
62c5cf4b14 fix error log 2020-02-28 16:54:55 +01:00
vis2k
5ed5f84409 fix: NetworkIdentity.OnStartLocalPlayer catches exceptions now too. fixes a potential bug where an exception in PlayerInventory.OnStartLocalPlayer would cause PlayerEquipment.OnStartLocalPlayer to not be called 2020-02-28 16:33:59 +01:00
vis2k
4926bb818a add comments 2020-02-28 16:32:48 +01:00
vis2k
fc7d2e8df6 NetworkIdentity: OnStartLocalPlayer moved next to OnStartClient 2020-02-28 16:31:39 +01:00
vis2k
1c356bff44 NetworkIdentity: remove redundant OnUpdateVars function 2020-02-28 16:26:05 +01:00
vis2k
782848094b NetworkIdentityTests: OnStartLocalPlayer 2020-02-28 16:23:14 +01:00
vis2k
bbaad910f7 NetworkIdentityTests: OnDeserializeSafelyShouldDetectAndHandleDeSerializationMismatch 2020-02-28 16:10:48 +01:00
vis2k
fe7c1c7f50 improve previous test 2020-02-28 15:43:01 +01:00
vis2k
0df42ebf75 NetworkIdentityTests: OnSerializeAllSafelyShouldDetectTooManyComponents 2020-02-28 15:41:34 +01:00
vis2k
bfe09ab141 NetworkIdentityTests: OnSerializeAndDeserializeAllSafely 2020-02-28 15:35:37 +01:00
vis2k
a5269b4261 NetworkIdentityTests: OnCheckObserver 2020-02-28 11:58:51 +01:00
vis2k
f21b80b8b0 NetworkIdentityTests: OnSetHostVisibilityCallsComponentsAndCatchesExceptions 2020-02-27 10:23:44 +01:00
vis2k
cd4e39729e NetworkIdentityTests: NotifyAuthorityCallsOnStartStopAuthority 2020-02-27 10:19:16 +01:00
vis2k
44addfa336 NetworkIdentityTests: rename 2020-02-27 10:10:54 +01:00
vis2k
47b1aa7400 NetworkIdentityTests: OnStopAuthorityComponentExceptionIsCaught 2020-02-27 10:10:07 +01:00
vis2k
b62487cf87 NetworkIdentity.OnStopAuthority made internal for consistency with OnStartServer/OnStartClient, and so that we can test it 2020-02-27 10:08:45 +01:00
vis2k
e87c1d6a26 add comments 2020-02-27 10:08:36 +01:00
vis2k
85aae6482d NetworkIdentityTests: OnStartAuthorityComponentExceptionIsCaught 2020-02-27 10:06:56 +01:00
vis2k
0965283c53 NetworkIdentity.OnStartAuthority made internal for consistency with OnStartServer/OnStartClient, and so that we can test it 2020-02-27 10:06:46 +01:00
vis2k
6183cae611 NetworkIdentityTests: OnStartClient test makes sure that OnStartClient was called exactly once 2020-02-27 10:05:07 +01:00
vis2k
f6c8e0e89e NetworkIdentityTests: OnStartServer test makes sure that OnStartServer was called exactly once 2020-02-27 10:04:58 +01:00
vis2k
617bd0a175 NetworkIdentity.OnStartClient: added comment 2020-02-27 09:53:24 +01:00
vis2k
53499f031f NetworkIdentityTests: OnStartClientComponentExceptionIsCaught 2020-02-27 09:53:24 +01:00
Paul Pacheco
59faa81926
fix: build in IL2CPP (#1524)
The weaver generated code now builds properly under IL2CPP
fixes #1519
fixes #1520
2020-02-26 18:02:14 -06:00
vis2k
ae451e6fe0 NetworkIdentityTests: OnStartServerInHostModeSetsIsClientTrue to make sure that isClient is true in OnStartServer if in host mode. we fixed the bug recently, now we have a test too 2020-02-26 22:08:47 +01:00
vis2k
6f3c286a62 Tests: MemoryTransport for easier testing 2020-02-26 21:56:55 +01:00
vis2k
89859c9fd4 NetworkIdentityTests: OnStartServerComponentExceptionIsCaught 2020-02-26 20:01:21 +01:00
vis2k
1b624f12e0 add comment 2020-02-26 19:55:27 +01:00
vis2k
42c0128f18 NetworkIdentityTests: OnValidateSetupIDsSetsEmptyAssetIDForSceneObject 2020-02-26 19:42:01 +01:00
vis2k
a0f798f65f NetworkIdentityTests: SetSceneIdSceneHashPartInternal 2020-02-26 19:34:35 +01:00
vis2k
12d2c68301 NetworkIdentityTest: make sure that it's added to sceneId dict too 2020-02-26 19:25:20 +01:00
vis2k
8ca4deb61d NetworkIdentityTests: AssignSceneID 2020-02-26 19:23:32 +01:00
vis2k
4b430d98f7 NetworkIdentityTests: RemoveObserverInternal 2020-02-26 19:12:34 +01:00
vis2k
4d2c81e12e NetworkIdentityTests: SetClientOwner test to make sure the previous commit's bug doesn't happen again 2020-02-26 18:30:55 +01:00
vis2k
548db52fdf fix: NetworkIdentity.SetClientOwner: overwriting the owner was still possible even though it shouldn't be. all caller functions double check and return early if it already has an owner, so we should do the same here. 2020-02-26 18:30:30 +01:00
vis2k
1a9625ee4a NetworkIdentity.SetClientOwner: improve error message 2020-02-26 18:28:57 +01:00
vis2k
4269cfe43c NetworkIdentityTests: cleanup spawned dict too 2020-02-26 18:19:11 +01:00
vis2k
ebe12b6cdb NetworkIdentityTest: GetSetAssetId 2020-02-26 18:15:14 +01:00
vis2k
22ee387470 NetworkIdentityTests: proper GameObject cleanup 2020-02-26 18:12:45 +01:00
vis2k
66776a744d NetworkServer.UnSpawn test 2020-02-26 17:40:07 +01:00
vis2k
29fe487954 NetworkIdentity.IsMarkedForReset helper function to check reset state 2020-02-26 17:39:57 +01:00
vis2k
8a05826ca4 NetworkServerTest.SpawnObject: make sure that it doesn't touch non-scene-objects 2020-02-26 17:30:19 +01:00
vis2k
708d7838d6 NetworkServerTest: SpawnObjects 2020-02-26 17:20:35 +01:00
vis2k
d4d524dad2 fix: NetworkServer.SpawnObjects: return false if server isn't running 2020-02-26 17:16:38 +01:00
vis2k
cdfc1752f2 NetworkServerTest: ValidateSceneObject 2020-02-26 17:08:36 +01:00
vis2k
e409ed8f48 NetworkServer.ValidateSceneObject made internal so it can be tested and reused if needed 2020-02-26 17:01:31 +01:00
vis2k
1be758b12b syntax 2020-02-26 17:01:10 +01:00
vis2k
c8fbea387d update comment 2020-02-26 16:57:09 +01:00
vis2k
bba4ebd154 NetworkServerTest: CommandTest tries invalid netid and command without authority too 2020-02-26 10:27:36 +01:00
vis2k
038e3c1969 NetworkServerTest: HideForConnection 2020-02-26 10:14:42 +01:00
vis2k
9bdfb676e3 NetworkServerTest: ShowForConnection 2020-02-26 10:11:00 +01:00
vis2k
5cdf02b258 NetworkServerTest: GetNetworkIdentity 2020-02-25 22:25:47 +01:00
vis2k
67a2a85cb9 NetworkServer.GetNetworkIdentity made internal so it can be tested and reused in other places if needed 2020-02-25 22:25:39 +01:00
vis2k
e7c9dc4f6e NetworkServerTest: SendToClientOfPlayer 2020-02-25 22:13:58 +01:00
vis2k
c2afc05692 NetworkServerTest: RegisterUnregisterClearHandlerTest 2020-02-25 22:07:44 +01:00
vis2k
212af3fc9d NetworkServerTest: RegisterHandlerTest 2020-02-25 22:01:48 +01:00
vis2k
d4f21c0818 remove unused var 2020-02-25 11:53:04 +01:00
vis2k
48bdc68906 NetworkServerTest: SendToAllTest 2020-02-25 11:35:15 +01:00
vis2k
4596b19dd9 fix: SendToReady sends to that exact connection if it is detected as local connection, instead of falling back to the .localConnection field which might be something completely different. 2020-02-25 11:14:26 +01:00
vis2k
4b90aafe12 fix: SendToAll sends to that exact connection if it is detected as local connection, instead of falling back to the .localConnection field which might be something completely different. 2020-02-25 11:13:59 +01:00
vis2k
4267983139 fix: SendToObservers sends to that exact connection if it is detected as local connection, instead of falling back to the .localConnection field which might be something completely different. 2020-02-25 11:13:38 +01:00
vis2k
a497803de0 NetworkServerTests: use call counts instead of bools to make sure that it's called exactly once 2020-02-25 11:00:35 +01:00
vis2k
69bb1574f0 NetworkServerTest: ActivateHostSceneCallsOnStartClient 2020-02-25 10:36:40 +01:00
vis2k
f378333000 NetworkServer.ActivateLocalClientScene renamed to ActivateHostScene because that's what it really does. It does NOT do something for every local client on a client. Only for a host. 2020-02-25 10:31:30 +01:00
vis2k
5efaa4af1a CommandMessageCallsCommandTest: use two components to make sure that the correct one is used by the command 2020-02-24 15:44:05 +01:00
vis2k
1315bd3dde CommandMessageCallsCommandTest: proper usage of weaver generated command code (static!) 2020-02-24 15:40:06 +01:00
vis2k
6d2b4eb102 remove comment 2020-02-24 15:37:31 +01:00
vis2k
e6b12133d1 remove comment 2020-02-24 15:35:46 +01:00
vis2k
3eb1e8968c add comment 2020-02-24 15:35:16 +01:00
vis2k
02c31d0805 NetworkServerTest: CommandMessageCallsCommandTest to run a full command through our pipeline 2020-02-24 15:31:53 +01:00
vis2k
e9c6f6f2a9 NetworkBehaviour.GetMethodHash made internal for tests 2020-02-24 15:31:53 +01:00
vis2k
e6cd2e2280 NetworkBehaviour.RegisterRpc/Command/EventDelegate made public for tests. internal won't work because they are called from outside assemblies like NetworkTransform. protected won't work because then we can't test them from the outside. 2020-02-24 15:31:53 +01:00
vis2k
31af385a70 NetworkBehaviour.ClearDelegates added for tests 2020-02-24 15:31:53 +01:00
vis2k
215e973903 NetworkServerTest: ReadyMessageSetsClientReadyTest 2020-02-24 14:46:58 +01:00
vis2k
dc29106370 NetworkServerTest.TearDown rests state 2020-02-24 14:32:41 +01:00
vis2k
ea0b20636b NetworkServerTest: SetAllClientsNotReadyTest 2020-02-24 14:31:30 +01:00
vis2k
012c053597 NetworkServerTest: SetClientReadyAndNotReadyTest 2020-02-24 11:26:19 +01:00
vis2k
3bd947a973 NetworkServerTest: OnDataReceivedInvalidConnectionIdTest 2020-02-24 11:17:53 +01:00
vis2k
e49f4e0aff NetworkServerTest: OnDataReceivedTest 2020-02-24 11:14:11 +01:00
vis2k
ad0d20144a NetworkServerTests: ConnectDuplicateConnectionIdsTest 2020-02-24 10:51:04 +01:00
vis2k
9c325abbd8 NetworkServerTests: OnConnectedOnlyAllowsGreaterZeroConnectionIdsTest 2020-02-24 10:48:39 +01:00
vis2k
47a4ac7ff7 NetworkServerTest: SetLocalConnectionTest checks overwrite too 2020-02-24 10:43:19 +01:00
Paul Pacheco
f0a993c106
fix: properly detect NT rotation (#1516) 2020-02-23 20:46:06 +01:00
MrGadget
8417465413
Make StartHost Not virtual (#1513) 2020-02-23 14:40:06 +01:00
vis2k
1cce3164b9 NetworkServerTest: DisconnectAllTest 2020-02-23 11:43:08 +01:00
vis2k
357ad0ffb6 add comment 2020-02-23 11:40:47 +01:00
vis2k
a57a46764e NetworkServerTest: DisconnectAllConnectionsTest 2020-02-23 11:40:01 +01:00
vis2k
fe1b158b22 NetworkServerTest: RemoveLocalConnectionTest 2020-02-23 11:36:14 +01:00
vis2k
ad0442be02 NetworkServerTest: RemoveConenctionTest 2020-02-23 11:30:58 +01:00
vis2k
8b16c7c343 NetworkServerTest: AddConnectionTest tests duplicate too 2020-02-23 11:29:08 +01:00
vis2k
12faf65d18 NetworkServerTest: AddConnectionTest 2020-02-23 11:25:20 +01:00
vis2k
a0d6a02a99 NetworkServer.Reset made obsolete 2020-02-23 11:20:42 +01:00
vis2k
5de22d2ff2 NetworkServerTests: ShutdownCleanupTest improved 2020-02-23 11:18:54 +01:00
vis2k
45ba9a9939 syntax 2020-02-23 11:17:40 +01:00
vis2k
7b6f1326eb NetworkServertest: LocalClientActiveTest 2020-02-23 11:17:17 +01:00
vis2k
1e198e4bcc remove unnecessary assert 2020-02-23 11:16:05 +01:00
vis2k
7333cc8f46 NetworkServerTest: SetLocalConnectionTest 2020-02-23 11:15:03 +01:00
vis2k
ec23c1fc58 NetworkServerTests: ShutdownCleanupTest 2020-02-23 11:13:11 +01:00
vis2k
ab98846566 NetworkServerTest: ConnectionsDictTest 2020-02-23 11:06:35 +01:00
vis2k
933ce4a3d5 NetworkServerTests: DisconnectMessageHandlerTest 2020-02-23 11:02:05 +01:00
vis2k
77929e9aa0 NetworkServerTests: ConnectMessageHandlerTest 2020-02-23 11:00:16 +01:00
vis2k
b1ff0757ee NetworkServerTest: MaxConnectionsTest 2020-02-23 10:58:07 +01:00
vis2k
f750d77a8c NetworkServerTests: IsActiveTest 2020-02-23 10:19:38 +01:00
Chris Langsenkamp
e1d1d41ed6 fix: Room example to use new override 2020-02-23 02:43:53 -05:00
Chris Langsenkamp
b5dfcf45bc feat: Added NetworkConnection to OnRoomServerSceneLoadedForPlayer 2020-02-22 18:46:47 -05:00
Chris Langsenkamp
b39b4ffc62 Removed extraneous blank line 2020-02-22 17:40:58 -05:00
MrGadget
f53b12b2f7
feat: Cosmetic Enhancement of Network Manager (#1512)
* Cosmetic enhancement to Network Manager

* Removed region block
2020-02-22 20:25:46 +01:00
Chris Langsenkamp
8487be877d Added missing blank line 2020-02-20 19:45:27 -05:00
MrGadget
8bf6690312
Remove Redundant Set of mode = Offline (#1510)
* Remove redundant code

* Removed blank line
2020-02-20 19:19:28 +01:00
MrGadget
b33515ba8f
Rearranged StartHost methods (#1506)
* Rearranged StartHost methods

* Added braces

* Moved and added comments.

* moved finishStartHostPending per Vis2k request
2020-02-20 12:58:58 +01:00
MrGadget
b8bcd9ad25
fix: Add missing channelId to NetworkConnectionToClient.Send calls (#1509)
* fix: Add missing channelId to NetworkConnectionToClient.Send calls

* Updated ChangeLog

* Added braces

* Found one more
2020-02-20 09:51:03 +01:00
MrGadget
61fdd892d9
fix: return & continue on separate line (#1504)
* fix: return & continue on separate line

* Update Assets/Mirror/Runtime/Transport/Telepathy/Server.cs
2020-02-17 16:48:41 +01:00
MrGadget
ecc0659b87
feat: Check for client authority in NetworkAnimator Cmd's (#1501) 2020-02-15 16:18:01 +01:00
MrGadget
8b359ff6d0
feat: Check for client authority in CmdClientToServerSync (#1500) 2020-02-15 08:33:14 +01:00
MrGadget
7bb80e3b79
feat: NetworkSceneChecker use Scene instead of string name (#1496)
* NetworkSceneChecker use Scene instead of string name

* Added comment
2020-02-15 08:32:34 +01:00
MrGadget
4c4a52bff9
fix: Host Player Ready Race Condition (#1498) 2020-02-15 08:32:12 +01:00
Chris Langsenkamp
1662c5a139 fix: Fixed NetworkRoomManager Template 2020-02-14 00:45:04 -05:00
Chris Langsenkamp
853e5ab7d7 Simplified Additive example code 2020-02-12 20:09:37 -05:00
Chris Langsenkamp
e467921377 fixed obsolete comment 2020-02-11 11:55:22 -05:00
Chris Langsenkamp
79708d94a2 breaking: bump version to 10 2020-02-11 09:39:06 -05:00
MrGadget
0e80e1996f
feat: Block Play Mode and Builds for Weaver Errors (#1479)
* WIP first draft

* Much closer now

* Whoop! There it is!

* Added comment

* Restore Player

* Moved WeaveFailed back where it was

* Restore delegate wireup

* Moved the delegate wireup and added comments

* Formatted comment and error message

* Added comment

* Use a separate session bool

* Code formatting

* Delete Mirror.Editor.asmdef

* Add Debug

* No WeaveExistingAssemblies

* Revert "No WeaveExistingAssemblies"

This reverts commit 50d4790ee4.

* Revert "Add Debug"

This reverts commit 185b403361.

* Revert "Delete Mirror.Editor.asmdef"

This reverts commit f7647cce3f.

* Update Assets/Mirror/Editor/Mirror.Editor.asmdef

* Update Assets/Mirror/Editor/Mirror.Editor.asmdef

* reverted changes to Mirror.Editor.asmdef

* Re-applied change to Mirror.Editor.asmdef

* commented Debug line
2020-02-10 23:23:34 +01:00
MrGadget
bb55baa679
feat: Disposable PooledNetworkReader / PooledNetworkWriter (#1490)
* Inherit IDisposable

* using NetworkWriter from pool

* Remove Recycles

* Add comments to Recycle

* Add comments to Recycle

* using NetworkReader from pool

* Unity doesn't like the simplified form

* combined usings

* Updated Reader / Writer Tests

* wip

* Disposable NetworkReaderPool:NetworkReader

* uncomment NetworkDiagnostics.OnReceive

* Removed unnecessary constructor

* Implemented NetworkWriterPool : NetworkWriter

* code cleanup

* Separated classes: PooledNetworkReader / PooledNetworkWriter

* Removed blank line

* Update Assets/Mirror/Tests/Editor/NetworkReaderTest.cs

* Test restored

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
2020-02-10 22:26:55 +01:00
Chris Langsenkamp
436d8fe831 fixed xml comment 2020-02-10 16:18:11 -05:00
Chris Langsenkamp
745aea8f9a Added Deprecated dates to Obsoletes 2020-02-10 16:14:22 -05:00
Paul Pacheco
0f10c72744
feat: supports scriptable objects (#1471)
* feat: supports scriptable objects

Now you can pass scriptable objects in commands, rpcs and syncvars
For example:

```cs
class Weapon: ScriptableObject
{
    public string name;
    public string description;
    public int damage;
    ...
}

class Player : NetworkBehaviour
{

    [SyncVar]
    Weapon equipped;

    ...
}
```

Scriptable objects will be created in the client using
ScriptableObject.CreateInstance.  If users want something else
they can provide a custom serializer (that has not changed)

* fix: remove scriptableobject error Tests

The test that checks that scrscriptableobjects give error is no
longer valid
2020-02-09 20:16:13 +01:00
Chris Langsenkamp
ab6a03b9fa remove SerializeField attribute 2020-02-08 21:08:38 -05:00
Chris Langsenkamp
831db2f033 Updated comments 2020-02-08 21:07:39 -05:00
Chris Langsenkamp
6431c28a12 OnEnable is safer than Awake 2020-02-08 21:02:22 -05:00
MrGadget
90d92fc0cf
Add headless check to Discovery (#1485) 2020-02-07 12:13:09 +01:00
vis2k
9f7c30c1ac
fix #1475: isClient is true in OnDestroy on host/client mode again. Reverts commit d00c95bb55 (#1483)
* fix #1475: isClient is true in OnDestroy on host/client mode again. Reverts commit d00c95bb55

* add comment

* ClientScene.InternalAddPlayer doesn't need to set isClient anymore
2020-02-07 10:14:54 +01:00
Chris Langsenkamp
c06ea6b6c8 Fix comment 2020-02-06 11:51:38 -05:00
vis2k
3568dc356c NetworkIdentityTests: HostMode isLocalPlayer check added 2020-02-06 13:16:13 +01:00
vis2k
85e9a0aa13 NetworkIdentityTests: HostMode isServer/isClient/isLocalPlayer test added 2020-02-06 12:42:19 +01:00
vis2k
09ec344821 NetworkIdentityTests: OnStartServer isServer/isClient/isLocalPlayer test added 2020-02-06 12:36:36 +01:00
MrGadget
58df3fd6d6
feat: Added Read<T> Method to NetworkReader (#1480)
* Added Read<T> Method

* Renamed to ReadMessage
2020-02-06 11:39:39 +01:00
MrGadget
02e4245f3d
BREAKING: Rename NetworkWriter Write<T>to WriteMessage (#1482) 2020-02-06 11:38:54 +01:00
Chris Langsenkamp
1c58891e32 Formatted comment and error message 2020-02-05 10:29:49 -05:00
Chris Langsenkamp
86a2c6f52c Added comments for WeaveFailed 2020-02-05 10:15:09 -05:00
Chris Langsenkamp
4108b79340 Code cleanup 2020-02-05 00:53:14 -05:00
Chris Langsenkamp
34fc52bd50 Added empty AddComponent attribute 2020-02-04 15:05:57 -05:00
Chris Langsenkamp
c7e269d0c5 Removed extraneous comment 2020-02-04 14:55:42 -05:00
vis2k
f614bc8f3a Icon updated for transparent border 2020-02-04 20:53:48 +01:00
Paul Pacheco
36980f4a34
Refactor: Rename method to avoid confussion (#1477) 2020-02-03 10:00:58 -06:00
Paul Pacheco
d0b0bc92bc
fix: weaver support array of custom types (#1470)
* WIP

* Proposed Rearrange

* Rearrange Code

* Unit test for PR

* unit test

* unit test

* Update TestingScriptableObjectArraySerialization.cs

Improving code

* Update TestingScriptableObjectArraySerialization.cs

* Remove blank lines

* remove blank space

* Remove leftover log

Co-authored-by: MrGadget <chris@clevertech.net>
Co-authored-by: Uchiha I_A_H_I <jkaran.sharma101@gmail.com>
2020-02-03 14:00:37 +01:00
Paul Pacheco
1736bb0c42
fix: call callback after update dictionary in host (#1476)
When the callback for SyncDictionary is called in the server
for set or add
it is getting called before the syncdictionary is updated.

In the client this happens after.  

Example:

```cs
   public void OnScoreUpdatedCallback(ScoreSyncDict.Operation op, uint ident, int score) 
   {
       if (op == ScoreSyncDict.Operation.OP_SET) 
              Debug.Log($"The value in the dictionary is {scoreDict[ident]}");
   }
```

In host mode this prints the previous value.   In client mode this prints the current value.  This PR fixes this problem and makes both print the current value
2020-02-02 20:29:31 -06:00
Chris Langsenkamp
c2e7466c43 Updated Preprocessor defines 2020-02-02 15:18:49 -05:00
Chris Langsenkamp
c827216a66 Restructured prefabs in examples 2020-02-02 14:55:49 -05:00
MrGadget
eee969201d
Renamed localEulerAnglesSensitivity (#1474)
BREAKING CHANGE:  localEulerAnglesSensitivity renamed to localRotationSensitivity
2020-02-02 13:35:07 -06:00
Chris Langsenkamp
8816ce5d03 Add headers for inspector 2020-02-02 13:53:25 -05:00
MrGadget
7c1b5ab5f8
Add Header to NetworkBehaviourInspector (#1473) 2020-02-02 13:40:30 -05:00
MrGadget
9257112c65
feat: Implemented NetworkReaderPool (#1464)
* Implement NetworkReaderPool

* Reset Position

* Debug logging removed

* SetBuffer methods internal

* Edited comment
2020-02-01 14:05:09 +01:00
Chris Langsenkamp
d0e493ac92 Updated ScriptTemplates 2020-01-31 21:25:38 -05:00
Chris Langsenkamp
a28ccbb477 Allow Room Manager Additional GamePlay Scenes 2020-01-31 21:18:01 -05:00
Chris Langsenkamp
1433d369c8 Applied Mirror Icon to Discovery components 2020-01-30 15:40:23 -05:00
MrGadget
28212aa8d7
Message Tests (#1463)
* Added UpdateVarsMessageTest

* commit staged

* Added SpawnMessageTest

* Delete MessageTests.cs

* Updated SpawnMessageTest

* Updated SpawnMessageTest

* Updated SpawnMessageTest

* Added RemovePlayerMessageTest

* Added ReadyMessageTest

* Added ObjectSpawnStartedMessageTest

* Added ObjectSpawnFinishedMessageTest

* Added ObjectHideMessageTest

* Added ObjectDestroyMessageTest

* Added NotReadyMessageTest

* Added DisconnectMessageTest

* Added ConnectMessageTest

* Added NetworkPingMessageTest

* Updated NetworkPingMessageTest

* Added NetworkPongMessageTest

* Updated ErrorMessageTest

* Tests in alphabetic order
2020-01-30 09:42:05 +01:00
MrGadget
e44ca7f334
BasicAuthenticatorTest (#1459)
* First Draft

* Second Draft

* Third Draft

* First 2 tests that work
2020-01-29 20:44:30 +01:00
vis2k
93a9eb8339 Disable two telepathy tests that sometimes fail in Unity's mono version 2020-01-29 20:29:21 +01:00
vis2k
d0d77b661c fix: Telepathy reverted to older version to fix freezes when calling Client.Disconnect on some platforms like Windows 10 2020-01-29 20:20:18 +01:00
Paul Pacheco
e75b45f888
feat: LAN Network discovery (#1453)
* Fix typo

* Updated Changelog

* first commit

* Add example for discovery

* NetworkDiscovery component should be added

* fixed UI

* Fix some warnings

* refactor: network discovery reimplemented

* Remove unused GUIstyle

* Fix namespaces

* Just send to the broadcast address

* Fix indentation

* Log errors in ClientListen

* Code formatting cleanup, HelpURL's fixed, comments revised. (#38)

* Transport can now provide server uri

* work with any transport by passing uri

* Move discovery initialization to start

* feat: Discovery can now be easily customized per game

* Use generics to simplify api

* Renamed ServerInfo -> ServerResponse

* Rename method

* Moved up one folder

* Move ServerId to NetworkDiscovery

* tests now reference Mirror.Discovery

* Cleaned up blank space

* Disable GUID apparently fixes it

* Use UnityEvents for ease of use

* Remove noisy log

* remove blank spaces

* Process request receives the client endpoint

* use consistent name for parameters

* Remove white space

* Keep it minimalistic,  we don't need age or totalPlayers

* Comment non obvious property

* Don't break transports

* Documentation and image

* Code formatting

* removed privates

* Added Range attribute

* Rename ActiveDiscoverySecondInterval

* Revised NetworkDiscovery doc

* Swapped field order (Cosmetics)

* Added ScriptTemplate

* Update ProjectSettings/ProjectVersion.txt

* Updated ScriptTemplate

* Updated xml comment and ScriptTemplate

* Updated ScriptTemplate

* Improve xmldocs

* Improve xmldocs

* Remove leftover comment

* Renamed event

* Moved discovery inside components

* Keep parameter names consistent

* Provide a guide for network discovery

* XML Comments and ScriptTemplate

* Moved Credits

* fixed template

* Removed comment

* removed comment

* xml comments and template

* fixed method name

* fixed method and template

* removed semicolon

* fixed template

* fixed method and template

* fixed template

* fixed template

* Fix copypasta error

* Show error if no url is available

Network Discovery now shows an error if the transport does not support
providing Url

* Grammar fix

* Extended Template

* fixed template

* Added guide link to template

* New image

* Update NetworkDiscovery.md

* Updated Guid Doc and Template

* fixed bullets

* Remove unnecessary using

* Make it like Mirror's

* Update ScriptTemplates Image & Zip

* Removed from Deprecations

* Updated ChangeLog

* Updated ChangeLog

* Update NetworkDiscovery.md

Remove last line...this was copied to the paragraph above the code block

Co-authored-by: MrGadget <chris@clevertech.net>
2020-01-29 09:56:29 +01:00
MrGadget
9621b0bd30
Update PreprocessorDefines (#1456)
* Update PreprocessorDefines

* Removed 8

* Update PreprocessorDefine.cs
2020-01-29 09:53:39 +01:00
MrGadget
d52aa7e173 Prevent AddPlayer after Additve Scene operation (#1458) 2020-01-28 22:54:46 +01:00
Paul Pacheco
b916064856 breaking: Transports can now provide their Uri (#1454)
* Fix typo

* Updated Changelog

* first commit

* Add example for discovery

* NetworkDiscovery component should be added

* fixed UI

* Fix some warnings

* refactor: network discovery reimplemented

* Remove unused GUIstyle

* Fix namespaces

* Just send to the broadcast address

* Fix indentation

* Log errors in ClientListen

* Code formatting cleanup, HelpURL's fixed, comments revised. (#38)

* Transport can now provide server uri

* work with any transport by passing uri

* Move discovery initialization to start

* feat: Discovery can now be easily customized per game

* Use generics to simplify api

* Renamed ServerInfo -> ServerResponse

* Rename method

* Moved up one folder

* Move ServerId to NetworkDiscovery

* tests now reference Mirror.Discovery

* Cleaned up blank space

* Disable GUID apparently fixes it

* Use UnityEvents for ease of use

* Remove noisy log

* remove blank spaces

* Process request receives the client endpoint

* use consistent name for parameters

* Remove white space

* Keep it minimalistic,  we don't need age or totalPlayers

* Comment non obvious property

* Don't break transports

* Documentation and image

* Code formatting

* removed privates

* Added Range attribute

* Rename ActiveDiscoverySecondInterval

* Revised NetworkDiscovery doc

* Swapped field order (Cosmetics)

* Added ScriptTemplate

* Update ProjectSettings/ProjectVersion.txt

* Updated ScriptTemplate

* Updated xml comment and ScriptTemplate

* Updated ScriptTemplate

* Improve xmldocs

* Improve xmldocs

* Remove leftover comment

* Renamed event

* Moved discovery inside components

* Keep parameter names consistent

* Provide a guide for network discovery

* XML Comments and ScriptTemplate

* Moved Credits

* fixed template

* Removed comment

* removed comment

* xml comments and template

* fixed method name

* fixed method and template

* removed semicolon

* fixed template

* fixed method and template

* fixed template

* fixed template

* Fix copypasta error

* Show error if no url is available

Network Discovery now shows an error if the transport does not support
providing Url

* breaking: Make server uri mandatory

BREAKING CHANGE: Make the server uri method mandatory in transports

Co-authored-by: MrGadget <chris@clevertech.net>
2020-01-28 22:50:52 +01:00
MrGadget
a706ef72e2 Make the Dictionary public (#1457) 2020-01-28 08:49:50 +01:00
MrGadget
a7efb13e29 feat: Mirror Icon for all components (#1452)
* Apply Icon

* Assigned Icons

* Assigned Icons

* Updated ChangeLog
2020-01-27 18:00:27 +01:00
vis2k
ab7c28ea91 Telepathy Tests added 2020-01-27 14:53:43 +01:00
vis2k
4007423db2 fix: Telepathy updated to latest version. Threads are closed properly now. 2020-01-27 14:43:00 +01:00
vis2k
ef7993cac1 MessageTests: SyncEventMessageTest 2020-01-27 14:32:31 +01:00
vis2k
8d272a4107 MessageTests: RpcMessageTest 2020-01-27 14:32:31 +01:00
vis2k
0b2965af1c MessageTests: CommandMessageTest 2020-01-27 14:32:31 +01:00
MrGadget
49529db347 Restore Empty NetworkIdentityEditor (#1455) 2020-01-27 09:18:41 +01:00
vis2k
1a08f1b95d NetworkWriterTests: benchmark test so it's easier to check performance after changes 2020-01-26 13:12:39 +01:00
Paul Pacheco
0c2556ac64 feat: network writer and reader now support uri 2020-01-25 16:16:14 -06:00
MrGadget
71c0d3b2ee
feat: Network Scene Checker Component (#1271)
* Create Network Scene Checker Component

* Move objects to subscene in client

* Remove OnStartClient

* Rewritten with static dictionary

* Updated doc

* renamed image

* Replaced image

* fixed image name

* Changed to short-circuit return in Update

* Changed to using string for key since additive scenes may be unloaded

* Added null check

* Removed commented line

* Update Assets/Mirror/Components/NetworkSceneChecker.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Moved initializer to declaration

* Removed [Scene, SerializeField]

Co-authored-by: vis2k <info@noobtuts.com>
2020-01-25 15:48:47 -05:00
Chris Langsenkamp
e58f84758e set port to 7777 2020-01-25 00:38:21 -05:00
MrGadget
dde8c5d0c5 Remove m_sceneId (#1310)
* Remove m_sceneId

* remove commented code

* copied comment from removed field

* made it full public

* Added FormerlySerializedAs

* Added HideInInspector

* Updated example
2020-01-24 22:33:55 +01:00
Chris Langsenkamp
a82fe9191f Fixed Additive Scene Visualizer 2020-01-24 12:34:08 -05:00
MrGadget
c84b00336d Fix GetSceneIdenity name typo (#1450) 2020-01-23 11:46:03 -06:00
vis2k
84fc240d00 NetworkReaderTest: stopwatch not needed, Unity already shows the time 2020-01-23 15:56:16 +01:00
vis2k
2f7a67e3f9 NetworkReaderTest: benchmark test so it's easier to check performance after changes 2020-01-23 15:51:52 +01:00
Paul Pacheco
0ed8550c02 refactor: Move Editor tests to Tests/Editor (#1449) 2020-01-22 21:35:10 +01:00
vis2k
b5a4988331 FallbackTransportTest from paul 2020-01-22 11:55:56 +01:00
vis2k
9d7513925f NetworkReaderTest to reach 100% NetworkReader coverage 2020-01-22 09:51:06 +01:00
vis2k
e798ac45de MessagePackerTest: cover UnpackMessage non generic version 2020-01-22 09:46:30 +01:00
vis2k
5736dd8d05 MessagePackerTest: cover FormatException case 2020-01-22 09:30:09 +01:00
Chris Langsenkamp
17af872f99 Use conn instead of NetworkClient 2020-01-21 21:44:15 -05:00
Chris Langsenkamp
f778b4c399 Removed unnecessary using 2020-01-21 17:35:57 -05:00
Chris Langsenkamp
71bd09417c Removed MonoBehaviour inheritance 2020-01-21 17:23:14 -05:00
Chris Langsenkamp
388a338cfa Removed commented code 2020-01-21 17:16:08 -05:00
MrGadget
c147caf30c Added ErrorMessage Test (#1448) 2020-01-21 23:01:34 +01:00
Chris Langsenkamp
cbbe82e4d1 Make roomSlots work correctly for clients 2020-01-20 20:04:09 -05:00
vis2k
15c77c6926 NetworkTransform.SerializeIntoWriterTest 2020-01-20 11:02:11 +01:00
vis2k
875f19e030 Mirror.Tests asmdef references Mirror.Components asmdef 2020-01-20 10:54:59 +01:00
Chris Langsenkamp
eef97e9a52 Code cleanup 2020-01-19 23:34:53 -05:00
Chris Langsenkamp
c57c01a47a Updated Script Templates 2020-01-19 16:45:12 -05:00
MrGadget
268753c3bd fix: Fix Room Slots for clients (#1439)
* Fix Room Slots for clients

* Removed change to ServerChangeScene
2020-01-19 11:39:26 +01:00
MrGadget
cb4be4df78 Set AllPlayersready false in the Room scene (#1440) 2020-01-19 11:38:59 +01:00
MrGadget
e4c498312e Reorder properties with headers (#1437) 2020-01-17 12:09:08 +01:00
MrGadget
f69f1743c5 feat: Add Sensitivity to NetworkTransform (#1425)
* Add Sensitivity to NetworkTransform

* Removed commented lines

* Made them floats

* Tooltips

* Added comments

* Update NetworkTransformBase.cs

Co-authored-by: vis2k <info@noobtuts.com>
2020-01-16 09:06:25 +01:00
Chris Langsenkamp
bafe3b28fd Freshen Example Appearance 2020-01-13 22:05:08 -05:00
vis2k
2186f3c7d7 clean up Pong folder 2020-01-13 17:34:55 +01:00
vis2k
cb3d9f0d08 fix: Telepathy works on .net core again 2020-01-13 17:27:44 +01:00
Paul Pacheco
0c047f9227
Remove latin placeholder text in chat window (#1430) 2020-01-12 17:07:57 -06:00
Paul Pacheco
42a2f9b853
fix: Decouple ChatWindow from player (#1429) 2020-01-12 16:53:14 -06:00
MrGadget
a0c96f8518 fix: StopHost with offline scene calls scene change twice (#1409)
* Separate StopHostClient

* Added comments

* move comment

* add comment

* Changed to loadingSceneAsync check

* Update Assets/Mirror/Runtime/NetworkManager.cs

Co-authored-by: vis2k <info@noobtuts.com>
2020-01-12 00:12:46 +01:00
MrGadget
29c96b6bc0 made handlers private (#1426) 2020-01-11 21:38:09 +01:00
MrGadget
c30e4a9f83 feat: NetworkAnimator warns if you use it incorrectly (#1424)
* Added warnings to NetworkAnimator

* Updated ChangeLog

* pauls suggestions
2020-01-11 10:35:58 -06:00
MrGadget
f858f4d703 Rename WeaveExisingAssemblies to fix spelling (#1423) 2020-01-10 19:07:59 -06:00
MrGadget
dffdf02be5 feat: Network Animator can reset triggers (#1420) 2020-01-10 18:33:10 -06:00
MrGadget
7d472f21f9 perf: Use NetworkWriterPool in NetworkAnimator (#1421) 2020-01-10 18:10:06 -06:00
MrGadget
a4578458a1 perf: Use NetworkWriterPool in NetworkTransform (#1422) 2020-01-10 18:09:27 -06:00
vis2k
b9f52fdb46
breaking: fix: #1151 - assign SyncVars before calling the Hook. Hook now passes old and new value instead of changing it from new value to old value, as this would break all SyncVar Hook projects silently. (#1416)
* test

* new docs

* adjust CheckForHookFunction to expect two hooks

* update example

* update example

* update example

* update test

* update example

* SyncVar.set: store value in oldValue variable

* SyncVar.set: pass old value to hook too

* TODO

* SyncVar deserialize store value in oldValue variable (for simple types)

* SyncVar deserialize: pass old value to hook too (for simple types)

* add test for GameObject type

* fix comment

* SyncVar deserialize: set value before calling hook

* add TODO

* SyncVar.set: set value before calling hook

* replace tests

* GO test

* SyncVar deserialize: move oldvalue code higher up so it applies to GO/NI too

* syntax

* SyncVar deserialize: pass oldValue to hook (GO/NI types)

* SyncVar deserialize: set netid before calling hook (GO/NI types)

* update comment

* update comment

* update comment

* shorter

* comment, TODO

* put oldValue code into separate cases again

* fix SyncVarEqual comparing the same two __goNetId values

* get rid of tmpValue

* fix weaver tests

* remove TODO

* SyncVar deserialize simple types: get rid of tmpValue here too

* remove tests
2020-01-10 16:17:13 +01:00
vis2k
a1649dfb25 remove outdated comment 2020-01-10 12:36:18 +01:00
vis2k
49d93d814c NetworkClient.Shutdown calls Client.Disconnect as suggested in #923 2020-01-10 12:34:42 +01:00
vis2k
260cb49698 NetworkServer.Shutdown: add comment on why we call Transport.ServerStop, not Shutdown as suggested in #923 2020-01-10 12:30:01 +01:00
vis2k
fd7dc5e226 fix: #723 - NetworkTransform teleport works properly now 2020-01-09 09:15:47 +01:00
vis2k
2d59de801f fix #923: move NetworkManager.OnApplicationQuit Transport Shutdown code into Transport.OnApplicationQuit. Fixes a potential bug where the Transport wouldn't be shut down if someone doesn't use the NetworkManager. 2020-01-09 08:32:25 +01:00
vis2k
76a514aeec syntax 2020-01-09 08:32:20 +01:00
vis2k
651e709785
fix #1407: Check EnterPlayModeSettings and disable if needed for 2019.3 support (#1415)
* fix #1407: Check EnterPlayModeSettings and disable if needed for 2019.3 support

* add reference
2020-01-09 08:03:47 +01:00
vis2k
a3ffd1264c
fix: #1278 - only call initial state SyncVar hooks on clients if the SyncVar value is different from the default one. (#1414)
* move comment

* add comment

* fix: #1278 - only call initial state SyncVar hooks on clients if the SyncVar value is different from the default one.

* initialState test for an if

* !initialstate

* getting there

* closer

* works but incompatible stack heights message

* better comments

* better

* not needed

* syntax

* rename

* incompatible stack height fixed

* update comment

* remove first todo

* SAVE PROGRESS

* compare go/ni too

* whitespace

* update comments
2020-01-08 16:58:46 +01:00
vis2k
32abb70ae9 add comment 2020-01-08 13:27:11 +01:00
vis2k
aafe387899 add comment 2020-01-08 12:16:58 +01:00
vis2k
a71ecdba4a fix: #1380 - NetworkConnection.clientOwnedObjects changed from uint HashSet to NetworkIdentity HashSet for ease of use and to fix a bug where DestroyOwnedObjects wouldn't find a netId anymore in some cases. 2020-01-08 11:32:29 +01:00
vis2k
a2173d37db NetworkConnection.DestroyOwnedObjects clears the hashset afterwards 2020-01-08 11:04:57 +01:00
vis2k
43030ac917 NetworkConnection.DestroyOwnedObjects to move code out of NetworkServer 2020-01-08 11:04:17 +01:00
Chris Langsenkamp
6111021252 meta file 2020-01-08 01:34:09 -05:00
vis2k
228b32e1da fix: #1241 - Telepathy updated to latest version. All tests are passing again. Thread.Interrupt was replaced by Abort+Join. 2020-01-07 20:55:34 +01:00
vis2k
2dc13e9666
Merge pull request #1404 from vis2k/NetTransAuthority
fix: Use hasAuthority instead of isLocalPlayer
2020-01-07 16:24:27 +01:00
Chris Langsenkamp
3d3436c80a Renamed and added comment 2020-01-07 10:17:44 -05:00
vis2k
28803b90de
Merge pull request #1405 from vis2k/NetAnimClientAuthCheck
fix: Check clientAuthority in NetworkAnimator
2020-01-06 15:15:37 +01:00
vis2k
25277e00ad
Merge pull request #1406 from vis2k/Remove-DDOL-Escape
Remove DDOL escape
2020-01-06 15:15:07 +01:00
vis2k
bfe90857bb Log is enough for now 2020-01-06 12:51:01 +01:00
vis2k
474a9480a5 ConnectHost moved into FinishStartHost 2020-01-06 12:36:03 +01:00
vis2k
3eb11c9a2d FinishLoadScene uses new NetworkManager.mode. This way the host connection doesn't need to be connected before changing host server's online scene. This makes everything easier. 2020-01-06 12:35:56 +01:00
vis2k
b9c9a3c350 NetworkManager.mode to simplify FinishLoadScene afterwards 2020-01-06 12:35:49 +01:00
Chris Langsenkamp
5a728ac4e6 Remove DDOL escape 2020-01-06 06:04:08 -05:00
Chris Langsenkamp
00149f3a2d Fixed comment 2020-01-06 04:27:43 -05:00
Chris Langsenkamp
847d02cfda Add clientAuthority check 2020-01-05 20:01:42 -05:00
Chris Langsenkamp
7b1761ea1e Add clientAuthority check 2020-01-05 19:56:33 -05:00
MrGadget
039cf5af22
Use hasAuthority instead of isLocalPlayer
This allows non-player objects that have been assigned authority to the client to be moved around by the client and their positions updated from that client appropriately when clientAuthority is also true.
2020-01-05 18:50:13 -05:00
vis2k
7776049526 ConnectHost moved into FinishStartHost 2020-01-05 20:42:41 +01:00
vis2k
f33d90a4ca FinishLoadScene uses new NetworkManager.mode. This way the host connection doesn't need to be connected before changing host server's online scene. This makes everything easier. 2020-01-05 20:38:18 +01:00
vis2k
1fe1ca730c NetworkManager.mode to simplify FinishLoadScene afterwards 2020-01-05 20:35:00 +01:00
vis2k
ccb45a6215 FinishLoadSceneHost doesn't call OnClientSceneChanged if the scene changed because of a StartHost call. fixes a bug where AddPlayer was called twice in mrgadget's simple scenes example. 2020-01-05 20:30:22 +01:00
vis2k
df9c29a6b3 fix: FinishLoadSceneHost calls FinishStart host which now calls StartHostClient AFTER server online scene was loaded. Previously there was a race condition where StartHostClient was called immediately in StartHost, before the scene change even finished. This was still from UNET. 2020-01-05 19:49:26 +01:00
vis2k
4f169b021d add comment 2020-01-05 19:26:14 +01:00
vis2k
fadcd46eff add more comments 2020-01-05 19:14:44 +01:00
vis2k
5029bc5253 StartHost: add comment on what StartHostClient does 2020-01-05 19:14:02 +01:00
vis2k
7f7658ad75 add comment 2020-01-05 19:12:34 +01:00
vis2k
f7500a2a82 OnClientConnect: explain clientLoadedScene flag 2020-01-05 19:04:46 +01:00
vis2k
af878bd915
Merge pull request #1388 from paulpach/privatehandler
refactor: this should not be accessible
2020-01-03 09:49:06 +01:00
vis2k
654979aa3c
Merge pull request #1387 from vis2k/UpdateRoomExample
Room Example: NetworkManager moved to Offline scene
2020-01-03 09:48:40 +01:00
vis2k
217f880191
Merge pull request #1389 from paulpach/privatevislist
fix: it is not safe to modify this outside this class
2020-01-02 10:35:28 +01:00
Paul Pacheco
ae3860f51b refactor: use save parameter name as overriden method 2020-01-01 20:28:43 -06:00
Paul Pacheco
addbd91fbd Fix floating point comparison 2020-01-01 20:28:43 -06:00
Paul Pacheco
480350d413 refactor: avoid unused private warning 2020-01-01 20:28:43 -06:00
Paul Pacheco
bd7e27c662 refactor: remove unnecesary base. 2020-01-01 20:22:03 -06:00
Paul Pacheco
12c10a3896 refactor: reuse authentication expiration 2020-01-01 20:11:50 -06:00
Paul Pacheco
12de543aa4 fix: move NetworkStreamExtension in a namespace 2020-01-01 20:02:37 -06:00
Paul Pacheco
7ce95c5cea fix: null reference exception 2020-01-01 19:59:07 -06:00
Paul Pacheco
bc7a961e4d fix: it is not safe to modify this outside this class 2020-01-01 19:56:56 -06:00
Paul Pacheco
663773c3fc refactor: this should not be accessible 2020-01-01 19:55:20 -06:00
Paul Pacheco
33493a0137 fix: potential null reference exception with debug logging 2020-01-01 19:34:55 -06:00
Paul Pacheco
2668b17162 fix: move listserver classes into package 2020-01-01 19:09:37 -06:00
Paul Pacheco
f02d3174db fix: list server logs properly when disconnected 2020-01-01 19:07:48 -06:00
Paul Pacheco
a438216458 refactor: Remove double semicolon 2020-01-01 15:33:52 -06:00
Chris Langsenkamp
97871e23c2 Updated ReadMe 2020-01-01 15:56:40 -05:00
Chris Langsenkamp
147ddab13e NetworkManager moved to Offline scene 2020-01-01 15:46:36 -05:00
Chris Langsenkamp
f64cf6e3db Update Prefabs & Scenes to Master 2020-01-01 12:34:30 -05:00
vis2k
c2d817259b NetworkManager.FinishLoadScene: split into host/server/client functions to prepare for further improvements 2020-01-01 13:34:34 +01:00
vis2k
5d68ef2c28 update comment 2020-01-01 12:49:59 +01:00
vis2k
11586a4177 explain StartHost 2020-01-01 12:18:07 +01:00
vis2k
9d9625b42f explain StartServer 2020-01-01 12:16:01 +01:00
Paul Pacheco
05ce317714 refactor: cleanup code format using dotnet-format 2019-12-31 23:14:17 -06:00
Paul Pacheco
1d20a27879 Follow naming convention for private variable 2019-12-31 22:23:20 -06:00
Paul Pacheco
c90bbaa66b Follow naming convention for private variable 2019-12-31 22:23:08 -06:00
Paul Pacheco
c31e7c8202 Follow naming conventions 2019-12-31 22:18:24 -06:00
Paul Pacheco
cfc280a527 Don't use deprecated methods in test 2019-12-31 21:27:48 -06:00
Paul Pacheco
e8ca3401d0 Don't use deprecated methods in test 2019-12-31 21:24:07 -06:00
Chris Langsenkamp
f117bdb9fc Filled in missing summary comments 2019-12-31 09:54:03 -05:00
vis2k
588117e6d4 add comment 2019-12-31 15:39:08 +01:00
vis2k
c4e3c2debf ServerChangeScene: disable Transport before sceneload call. it's cleaner this way. 2019-12-31 15:34:24 +01:00
vis2k
a603a55ed5 syntax 2019-12-31 15:33:41 +01:00
vis2k
0ed0c077fb remove empty line 2019-12-31 15:28:33 +01:00
vis2k
21045466bf NetworkManager.ConnectLocalClient renamed to StartHostClient for consistency with StartClient (it does almost the same as StartClient) 2019-12-31 12:09:21 +01:00
vis2k
97fd6b5d7e NetworkManager.StartHost: OnStartClient call moved into ConnectLocalClient for consistency with StartClient functions 2019-12-31 12:07:22 +01:00
vis2k
0b0c1edad2 update log message 2019-12-31 12:06:20 +01:00
vis2k
668d6a063d NetworkManager.ConnectLocalClient moved higher near StartClient because it's similar 2019-12-31 12:06:09 +01:00
vis2k
a472edd14c NetworkClient.SetupLocalConnection renamed to ConnectHost for consistency with NetworkClient.Connect (it does almost the same anyway) 2019-12-31 11:10:10 +01:00
vis2k
b36c347200 call OnStartHost AFTER SetupServer 2019-12-31 11:02:21 +01:00
vis2k
ed260cfb18 add comments 2019-12-31 10:24:21 +01:00
vis2k
23b5b50155 Call SetupLocalConnection after SetupServer to prepare for local connection removal, where a real connection can only connect to the server after it was started, not before. 2019-12-31 10:24:10 +01:00
vis2k
07a85309e0 StartHost calls SetupServer + scene change + spawnobjects manually 2019-12-31 10:14:42 +01:00
vis2k
539fe69585 StartServer code mostly moved into SetupServer 2019-12-31 10:11:20 +01:00
vis2k
a8d3e0c998 move log message above 2019-12-31 09:41:05 +01:00
vis2k
e54728d1cc NetworkManager.StartServer changed to void because it always returned true 2019-12-31 09:40:53 +01:00
vis2k
9969cc1c08 NetworkServer.Listen changed to void because it always returned true 2019-12-31 09:32:51 +01:00
vis2k
8787910d34 add comment 2019-12-31 09:30:29 +01:00
vis2k
2971345f37 NetworkManager.StartServer: scene change check moved into IsServerOnlineSceneChangeNeeded 2019-12-31 09:26:13 +01:00
Paul Pacheco
39817fcf00 docs: refer to the correct RegisterHandler method 2019-12-30 13:17:40 -06:00
Chris Langsenkamp
3a17699c23 Cleared Spawn Prefabs - not needed 2019-12-30 13:15:21 -05:00
vis2k
892acf272c explain SetupLocalConnection order properly 2019-12-30 18:47:24 +01:00
vis2k
cfe9520f7c add comments 2019-12-30 17:37:44 +01:00
Chris Langsenkamp
53b160e480 Update NetworkBehaviour Template 2019-12-30 09:47:44 -05:00
vis2k
3e28b10dcb syntax 2019-12-30 13:33:02 +01:00
vis2k
d712cd0303 fix: NetworkTransform clientAuthority works again via clientAuthority option that is configurable in inspector. this had to be fixed after we removed local authority. 2019-12-30 11:09:18 +01:00
vis2k
e8015dfc80 typos 2019-12-30 09:12:24 +01:00
vis2k
87376ae3af SendTargetRPCInternal: disallow all connections to server, not just the local client one 2019-12-29 22:07:47 +01:00
vis2k
53aa0bcc19 improve comments 2019-12-29 21:42:42 +01:00
vis2k
ee1807c85c remove empty line 2019-12-29 21:36:07 +01:00
Paul Pacheco
7258823a3c Test that OnStartServer is propagated by NI 2019-12-27 19:20:01 -06:00
Julien Heimann
3c0bc28228 feat: generate serializers for IMessageBase structs (#1353)
* Allow Weaver to add bodies to IMessageBase structs with empty de/serialize methods

* Update Assets/Mirror/Editor/Weaver/Processors/MessageClassProcessor.cs

Co-Authored-By: Paul Pacheco <paulpach@gmail.com>

* applied suggested changes

* adjusted empty method check

* Update Assets/Mirror/Editor/Weaver/Processors/MessageClassProcessor.cs

formatting

Co-Authored-By: vis2k <info@noobtuts.com>

Co-authored-by: Paul Pacheco <paulpach@gmail.com>
Co-authored-by: vis2k <info@noobtuts.com>
2019-12-27 10:12:28 -06:00
MrGadget
b34ae51965 Replace License.txt (#1360) 2019-12-26 09:51:56 -06:00
vis2k
4cc4279d7d fix: #1359. Revert "Destroy objects owned by this connection when disconnecting (#1179)"
This reverts commit 8931944005.
2019-12-26 13:43:02 +01:00
MrGadget
8e77da3424 Call OnClientConnect in FinishLoadScene (#1357) 2019-12-26 10:07:37 +01:00
MrGadget
ba3f855c98 Add Meta Files (#1358) 2019-12-26 10:07:08 +01:00
Paul Pacheco
d7a58d25d4
fix: destroy owned objects (#1352)
* fix: destroy owned objects

fix #1346
Broken in PR #1206

alternative to #1351

* fix nre

* Simplify
2019-12-23 19:25:16 -06:00
Paul Pacheco
d83efbbd8d Test connect and send 2019-12-23 19:06:14 -06:00
Paul Pacheco
e7abf4e7c7 Test transport events 2019-12-23 18:06:00 -06:00
Paul Pacheco
fe39459181 Test ClientSend 2019-12-23 17:44:03 -06:00
Paul Pacheco
ad115af845 Test ClientDisconnect 2019-12-23 17:37:50 -06:00
Paul Pacheco
947c473a3d Test ClientConnected 2019-12-23 17:23:58 -06:00
Paul Pacheco
3e0802607a Test connecting with uri 2019-12-23 16:44:40 -06:00
Paul Pacheco
1eff4ed4e6 Test connect 2019-12-23 16:36:13 -06:00
Paul Pacheco
caece9ecde Fully initialize multiplex for testing 2019-12-23 16:29:40 -06:00
Paul Pacheco
a132a9c47a Test available method 2019-12-23 16:26:25 -06:00
Paul Pacheco
c6af3c39f7 Add NSubstitute 2019-12-23 16:19:03 -06:00
Paul Pacheco
b55cf957a8 refactor: move ninja websocket in it's own assembly 2019-12-23 16:03:09 -06:00
Paul Pacheco
885e1f4c73
test: Mocking library for testing (#1350)
* Include mocking libraries

* reimported nsubstitute dlls

* Only include as part of test assemblies
2019-12-23 14:51:20 -06:00
Paul Pacheco
9f2dca56f0 refactor: compatibility with 2019.3 2019-12-23 13:40:16 -06:00
Paul Pacheco
a800064d8a test: Test packing floats into ushort 2019-12-23 12:52:39 -06:00
Paul Pacheco
ad2bee222a test: removing pair test 2019-12-23 12:25:14 -06:00
Paul Pacheco
f12fa2f51a test: Simplify tests 2019-12-23 12:21:50 -06:00
Paul Pacheco
60cfea0d14 test: copyto tests 2019-12-23 11:37:53 -06:00
MrGadget
abd2af9001 Made loadingSceneAsync public (#1349) 2019-12-23 08:32:15 +01:00
MrGadget
58f573729f Allow Custom Scene Handling (#1329) 2019-12-22 19:59:35 +01:00
MichalPetryka
3d94f4b6c7 Remove trailing whitespace and fix encodings (#1342) 2019-12-22 11:58:52 +01:00
vis2k
307f129bd7 remove trailing whitespaces 2019-12-22 11:13:18 +01:00
vis2k
4c6805cf86 update comment 2019-12-22 11:12:45 +01:00
vis2k
45a8e6367b Telepathy updated to latest version 2019-12-22 09:33:26 +01:00
vis2k
93d3511266 add comment 2019-12-22 09:24:31 +01:00
vis2k
54498403a5
fix: potential exploits / out of sync issues where clients with different transports might see different game states because of different max message sizes when using FallbackTransport. (#1331) 2019-12-22 09:18:51 +01:00
Paul Pacheco
9926472d98
feat: Chat example (#1305)
* Add chat example

* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Examples/Chat/Scripts/ChatWindow.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Examples/Chat/Scripts/Player.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Change package to chat

* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Examples/Chat/Scripts/ChatNetworkManager.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Examples/Chat/Scripts/ChatWindow.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* UI FIxes

* Lighting

* Fixed ScrollView

* Fixed username assignment

* removed commented line

* Layout refinement

* remove empty lines

Co-Authored-By: MrGadget <chris@clevertech.net>

* fixed which element was enabled

* Strip unprintable characters

* reverted ASCI filter

Co-authored-by: MrGadget <chris@clevertech.net>
2019-12-21 13:22:02 -06:00
vis2k
b3127beb89 fix: MultiplexTransport GetMaxMessageSize NullReferenceException when called on server. And fixes potential exploits / out of sync issues where clients with different transports might see different game states because of different max message sizes. (#1332) 2019-12-21 08:09:33 -06:00
MrGadget
9a0127aadc Remove usings (#1327)
* Removed extraneous usings

* Removed extraneous usings

* Removed extraneous usings
2019-12-21 10:26:22 +01:00
MrGadget
ea4fc93159 Add return to ClientConnect(Uri) (#1326) 2019-12-20 21:46:52 +01:00
MrGadget
0e705d4aa0 Remove all extraneous blank lines (#1325) 2019-12-20 21:46:16 +01:00
MrGadget
b479b8ee51 Put the return back in ClientConnect (#1324) 2019-12-20 21:16:45 +01:00
MrGadget
1be4de3f63 Adjust cameras for server view (#1318) 2019-12-19 08:06:00 +01:00
Chris Langsenkamp
a5d369f96c fixed comment 2019-12-18 16:53:09 -05:00
MrGadget
abf5cdcf36 feat: Add roomPlayer parameter to OnRoomServerCreateGamePlayer (#1317)
* Adds roomPlayer parameter to OnRoomServerCreateGamePlayer

* fixed template
2019-12-17 10:16:14 +01:00
vis2k
6fb8a32f5b
remove NetworkIdentityEditor because it's not really needed after removing local player authority (which required special checks to only show one option at a time). Also fixes #1289 (#1309) 2019-12-16 08:50:47 +01:00
Paul Pacheco
a2e17108b6 display the whole connection 2019-12-13 08:03:15 -06:00
Paul Pacheco
dbe064393a
fix: error when there are no network behaviors (#1303)
Use the lazy network behaviors cache everywhere, so this can never be null
2019-12-12 20:28:31 -06:00
MrGadget
ca4ff9b6b2 Fix Delayed Disconnect (#1302) 2019-12-12 20:02:23 -06:00
MrGadget
3684033f6a Restore clientAuthorityCallback (#1298) 2019-12-12 19:31:11 -06:00
MrGadget
c6678eb3f1 No point in calling this here (#1300) 2019-12-12 19:30:40 -06:00
MrGadget
a18d6b5eaa Unused field (#1299) 2019-12-12 19:11:20 -06:00
Paul Pacheco
e4a701ed4e feat: fallback transport now supports uri (#1296) 2019-12-10 17:13:32 +01:00
Paul Pacheco
c206f9ad97 feat: Multiplex based on url (#1295)
If the multiplex transport receives an url for connection,
try all the underlying transports until it finds a suitable one

For example,  let's say you configure a multiplex transport with telepathy and websocket,  if you try:
```cs
NetworkManager.StartClient("tcp4://host:port");
```

then the multiplex transport will use telepathy.

if we pass:
```cs
NetworkManager.StartClient("ws://host:port");
```

then the multiplex transport will select websocket
2019-12-10 07:36:42 +01:00
Paul Pacheco
7865a840b6 feat: LLAPI transport can receive port from uri (#1294)
* feat: LLAPI transport can receive port from uri

* Refactor to use the original method
2019-12-09 21:52:50 +01:00
Paul Pacheco
c8ad118d50 feat: websocket can receive port in url (#1287)
* feat: websocket can now receive port and encryption setting from uri

* check for ws or wss scheme
2019-12-09 16:52:39 +01:00
Paul Pacheco
06946cf37f feat: telepathy can now receive port from uri (#1284)
* feat: telepathy can receive port from uri

* Use configured port if the url does not have one

* use tcp4 as scheme for telepathy

* don't change default port

* Update TelepathyTransport.cs

* Update TelepathyTransport.cs
2019-12-08 19:48:26 +01:00
vis2k
e766f7b511 Update list server header text 2019-12-08 09:08:35 +01:00
Tor Esa Vestergaard
a0425e4e84 fix: Draw SyncVar label for Unity objects inline (#1291)
* SyncVar label for Unity objects is now drawn inline instead of on the next line

* Made syncVarIndicatorContent static

Did it since there's no need to have that allocation per editor instance.
2019-12-07 14:29:14 +01:00
MrGadget
c8aabd246a Fix Inspector Refresh (#1290) 2019-12-07 09:20:31 +01:00
MrGadget
7843b12f7f Make startPositionIndex public (#1288)
* Make startPositionIndex public

startPositions is a public list, so the index should be too.

* Update NetworkManager.cs

* Update NetworkManager.cs
2019-12-06 06:55:38 +01:00
Paul Pacheco
f9d34d5863
feat: Mirror now supports message inheritance (#1286)
* test: child messages should serialize parent's data

* feat: Mirror now supports inheritance for messages
2019-12-05 11:21:42 -06:00
Paul Pacheco
7e4023246b fix: Don't set asset id for scene objects
Fixes this warning:
```
SetDynamicAssetId object already has an assetId <68fb15ce5f2e7eb44a8ac123d853b91a>
UnityEngine.DebugLogHandler:Internal_Log(LogType, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Mirror.NetworkIdentity:set_assetId(Guid) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkIdentity.cs:165)
Mirror.ClientScene:ApplySpawnPayload(NetworkIdentity, SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\ClientScene.cs:470)
Mirror.ClientScene:OnSpawn(SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\ClientScene.cs:529)
Mirror.<>c__DisplayClass35_0`1:<RegisterHandler>b__0(NetworkConnection, SpawnMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkClient.cs:400)
Mirror.<>c__DisplayClass7_0`1:<MessageHandler>b__0(NetworkMessage) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\MessagePacker.cs:163)
Mirror.NetworkConnection:InvokeHandler(Int32, NetworkReader, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkConnection.cs:271)
Mirror.NetworkConnection:TransportReceive(ArraySegment`1, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkConnection.cs:325)
Mirror.NetworkClient:OnDataReceived(ArraySegment`1, Int32) (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\NetworkClient.cs:149)
UnityEngine.Events.InvokableCall`2:Invoke(ArraySegment`1, Int32)
UnityEngine.Events.UnityEvent`2:Invoke(ArraySegment`1, Int32)
Mirror.TelepathyTransport:ProcessClientMessage() (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\Transport\TelepathyTransport.cs:79)
Mirror.TelepathyTransport:LateUpdate() (at D:\Unity\Projects\TestUmmorpg\Assets\uMMORPG\Plugins\Mirror\Runtime\Transport\TelepathyTransport.cs:106)
```
2019-12-05 05:15:43 -06:00
Paul Pacheco
00b51364ac improve warning message 2019-12-05 05:12:44 -06:00
Paul Pacheco
7c3622cfae feat: new way to connect using uri (#1279)
* feat: new way to connect using uri

* set the host name when starting by url
2019-12-05 11:57:24 +01:00
Paul Pacheco
0e1bc8110f
fix: ReplacePlayer now calls OnStartLocalPlayer (#1280)
* fix: ReplacePlayer now calls OnStartLocalPlayer

fixes #962

* fix: replace player cannot steal another player
2019-12-04 14:54:50 -06:00
MrGadget
b23cfc739d Fix ServerChangeScene (#1281) 2019-12-04 14:49:33 -06:00
MrGadget
555d0d9cc0 Add true for keepAuthority (#1277) 2019-12-03 08:49:11 +01:00
vis2k
13e2dcccd9
breaking: SyncList.Callback passes old and new entries instead of only passing one entry which is sometimes the old, sometimes the new entry. This is more consistent and it's very useful to know the previous value in a hook for OP_SET and OP_DIRTY. (#1273)
* feature: SyncList.Callback passes old and new entries instead of only passing one entry which is sometimes the old, sometimes the new entry. This is more consistent and it's very useful to know the previous value in a hook for OP_SET and OP_DIRTY.

* update tests

* update docs
2019-12-03 08:35:41 +01:00
vis2k
97e838b932 SyncDictionary: remove unused OP_DIRTY operations 2019-12-03 08:17:55 +01:00
vis2k
4b9dcbf9f4 SyncList: remove unused OP_DIRTY operations 2019-12-03 08:16:44 +01:00
vis2k
c5079ada6c
remove SyncDictionary.Dirty function because it's unused and we removed it for SyncList already too (#1272) 2019-12-03 08:12:12 +01:00
Paul Pacheco
ad724fe23c fix: replace player (remove authority by default) (#1261)
* fix: remove authority properly in replace player

This is an alternative to #1257

Now the user can pass a parameter to ReplacePlayer to indicate
that the old player should remain attached to the connection.

Note the user could simply pass true and then call RemoveAuthority themselves
which was the approach in #1257

Personally I would prefer #1257,  but this is at least better than
master because authority is removed the proper way.

* Update NetworkServer.cs
2019-12-03 08:11:39 +01:00
MrGadget
8012972b0e Removed non-implemented overload (#1276) 2019-12-03 08:01:52 +01:00
vis2k
1eae07fa2c remove unused SyncList.Dirty function 2019-12-02 11:50:18 +01:00
MrGadget
7898dc2347 Restore Room Player Authority (#1267) 2019-12-02 08:48:27 +01:00
MrGadget
1ed12dba79 Require Network Transform (#1269) 2019-12-02 06:41:07 +01:00
MrGadget
42a4a7cb00 Add Return button to Room Manager (#1268)
* Add Return button to Room Manager

* Simplified GUI

* Fixed height
2019-12-02 06:40:55 +01:00
MrGadget
cddef72b41 Move scoring to PlayerScore (#1266) 2019-12-02 06:40:11 +01:00
MrGadget
e6f8f3c46f Improve Turn and Jump (#1265) 2019-12-02 06:39:56 +01:00
Paul Pacheco
8899d20712
fix: Additive scene can respawn objects safely (#1270)
* fix: Additive scene can respawn objects safely

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: MrGadget <chris@clevertech.net>
2019-12-01 22:48:08 -06:00
Paul Pacheco
c753089478
fix: don't call OnStartLocalPlayer twice (#1263) 2019-12-01 09:55:57 -06:00
Paul Pacheco
4d373c5071
fix: call OnStartClient only once in room (#1264) 2019-12-01 09:55:38 -06:00
Paul Pacheco
2195fee81c fix: set authority when replacing the player 2019-11-30 07:09:06 -06:00
Paul Pacheco
c58ead16a6 Remove unused method 2019-11-29 23:10:25 -06:00
MrGadget
e8841a3c1d
Merge pull request #1259 from paulpach/fix2clients
fix: issue with more than 1 client
2019-11-29 19:58:07 -05:00
Paul Pacheco
095b54752a isClient is already true, so make sure to initialize the objects 2019-11-29 18:23:46 -06:00
Paul Pacheco
ab73fbcf7a
Simplify isServer (#1258) 2019-11-29 18:06:44 -06:00
Chris Langsenkamp
55dabf2755 Updated Templates 2019-11-29 18:44:55 -05:00
Paul Pacheco
4816f0ead1
Spawn host objects via spawn, just like clients (#1248)
* Spawn host objects works via messages just like clients

* fix spawning local player

* Do not call OnStartClient twice
2019-11-29 17:25:32 -06:00
Paul Pacheco
b8618d356f Revert "fix: replacing the player does not mean giving up authority (#1254)"
This reverts commit a2c273ecd1.
2019-11-29 16:04:06 -06:00
Paul Pacheco
fb26d0023f
fix: isLocalPlayer is true during OnStartClient for Player (#1255)
related to #1250 but for client mode.

Before:

```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=True isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=False
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```

After:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```
2019-11-29 15:40:38 -06:00
Paul Pacheco
a2c273ecd1
fix: replacing the player does not mean giving up authority (#1254) 2019-11-29 15:02:55 -06:00
Paul Pacheco
9acde20b0a
fix: isLocalPlayer works in host mode onStartServer (#1253)
See #1250

Before:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=False isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```

after

```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=False isClient=False isLocalPlayer=True
Void OnStartClient() hasAuthority=False isClient=True isLocalPlayer=True
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```

Note it is not possible to fix Awake because it gets called before we
have any chance of setting any property
2019-11-29 14:34:07 -06:00
Paul Pacheco
d00c95bb55
fix: isClient now reports true onStartServer in host mode (#1252) 2019-11-29 14:10:46 -06:00
Paul Pacheco
2f19c7ca89
fix: hasAuthority is now visible in all overrides (#1251)
See #1250

Before:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=False isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```

After:
```
Void Awake() hasAuthority=False isClient=False isLocalPlayer=False
Void OnStartServer() hasAuthority=True isClient=False isLocalPlayer=False
Void OnStartClient() hasAuthority=True isClient=True isLocalPlayer=False
Void OnStartAuthority() hasAuthority=True isClient=True isLocalPlayer=True
Void OnStartLocalPlayer() hasAuthority=True isClient=True isLocalPlayer=True
Void Start() hasAuthority=True isClient=True isLocalPlayer=True
```
2019-11-29 13:09:46 -06:00
Paul Pacheco
7aa7815754 fix: Call hooks when initializing objects OnStartServer on host (#1249) 2019-11-29 15:12:06 +09:00
Paul Pacheco
7119dd15f8
fix: Do not call InternalAddPlayer twice (#1246) 2019-11-28 13:47:31 -06:00
MrGadget
4c0fb9ba34 Simplified Spawner (#1244) 2019-11-28 10:35:23 -06:00
MrGadget
d0c0f394f7 Auto Assign Character Controller (#1245) 2019-11-28 10:34:18 -06:00
MrGadget
d963e29d95 Made RandomColor a Separate Component (#1240)
* Made RandomColor a separate component

* Adjusted Prefab

* Simplified OnValidate

* Reverted unrelated changes
2019-11-28 09:42:46 -06:00
Chris Langsenkamp
c89ba52e3d Change to using Color32 2019-11-27 21:32:25 -05:00
Paul Pacheco
a282c32394 clearer comment 2019-11-27 18:18:59 -06:00
Paul Pacheco
9a2ff84440 space in comment 2019-11-27 18:17:32 -06:00
Paul Pacheco
888e46c685 fix: OnSetHostVisibility can now check if it has authority 2019-11-27 17:53:30 -06:00
vis2k
d2075002ca improve comment 2019-11-25 19:15:04 +09:00
vis2k
91fc3c25db remove trailing whitespace 2019-11-25 19:11:55 +09:00
vis2k
ba88ca6ab5 explain the special case in RebuildObservers 2019-11-25 19:11:47 +09:00
Chris Langsenkamp
fad50818bf Added AddComponentMenu empties and namespace 2019-11-24 14:35:19 -05:00
Chris Langsenkamp
37e5b49f28 Removed extraneous comments 2019-11-24 09:46:41 -05:00
Chris Langsenkamp
210540b669 Fixed Obsolete comment 2019-11-24 08:38:47 -05:00
Paul Pacheco
3b9414f131 perf: spawn with client authority only takes 1 message (#1206)
* perf: spawn with client authority only takes 1 message now

* Fix javadocs and warning

* Rename parameters

* Make sure we spawn players with authority
2019-11-24 10:22:43 +09:00
Paul Pacheco
5b04836bb2 fix: spawnwithauthority works again in host mode 2019-11-24 10:16:15 +09:00
Paul Pacheco
92d0df7b39 feat: SyncToOwner now works with authority (#1204)
* WIP redoing authority

* Local client also handles authority

* Remove unused callback

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Rename pendingOwner

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: vis2k <info@noobtuts.com>
2019-11-23 15:07:00 +09:00
Paul Pacheco
24d8368b38 refactor: reuse connectionToClient for authority (#1200)
* refactor: reuse connectionToClient for authority

* Fix compilation issue

* Make PR easier to read

* Better error message

* Update Assets/Mirror/Runtime/NetworkIdentity.cs

Co-Authored-By: MrGadget <chris@clevertech.net>
2019-11-23 15:00:53 +09:00
Paul Pacheco
876da8bbcd refactor: Simplify spawning 2019-11-23 14:54:37 +09:00
MrGadget
1e96cb7a8a Replaces SpawnWithClientAuthority with Spawn Overloads (#1233)
* Replaces SpawnWithClientAuthority with Spawn Overloads

* Cleaned up comments and log messages
2019-11-23 14:26:27 +09:00
vis2k
e847344bde syntax 2019-11-23 11:59:04 +09:00
vis2k
f0cf4e7e14 Replace 'local client' naming with 'host' to be less confusing. This breaks NetworkProximityChecker.OnSetLocalVisibility because it needs to be renamed to OnSetHostVisibility
* rename parameter

* obsolete

* rename parameter
2019-11-23 11:34:47 +09:00
Paul Pacheco
1d4b1faac2 docs: fix link to spawn custom player 2019-11-23 11:03:27 +09:00
Paul Pacheco
0bc151bb27 Obsolete built in messages 2019-11-23 11:03:18 +09:00
Paul Pacheco
c669ff155d perf: avoid allocation for error messages 2019-11-23 11:03:08 +09:00
vis2k
1c7c54305d add missing meta file 2019-11-23 11:00:49 +09:00
Chris Langsenkamp
638b445744 Update Prefabs After LocalPlayerAuthority Removed 2019-11-23 10:59:52 +09:00
MrGadget
8cf6a0707e feat: Script Templates (#1217)
* Add Script Templates

* Moved serialization section down

* Added comments to Awake & Start

* Capitalization

* meta files

* Added doc links and XML comments
2019-11-23 10:59:38 +09:00
Chris Langsenkamp
477028913a Update Prefabs After LocalPlayerAuthority Removed 2019-11-23 10:59:21 +09:00
Chris Langsenkamp
1699335aaa fixed comment 2019-11-23 10:59:12 +09:00
Paul Pacheco
d741baed78 feat: Pass all information to spawn handler (#1215) 2019-11-23 10:57:52 +09:00
ZacNorthBigBox
701f4f4183 fix: Pass the name of the invoking class and desired command when an object has no authority. (#1216) 2019-11-23 10:57:45 +09:00
Paul Pacheco
2c58902357 Code style 2019-11-23 10:57:40 +09:00
Paul Pacheco
2081a757ea Remove unused connection id cache
Good find by MrGadget
2019-11-23 10:57:32 +09:00
Paul Pacheco
2d4d4109bb Make list cache readonly 2019-11-23 10:57:25 +09:00
Paul Pacheco
c2096d0fb7 Available transport is determined at connection time (#1213)
* Available transport is determined at connection time

* Update MultiplexTransport.cs
2019-11-23 10:57:11 +09:00
Paul Pacheco
ce305d95fc Removed unused code 2019-11-23 10:57:09 +09:00
Paul Pacheco
15e03d9bbf Removed unused code 2019-11-23 10:57:06 +09:00
Paul Pacheco
7ba4bc3590 use C# formatter 2019-11-23 10:56:53 +09:00
Paul Pacheco
09f6892c55 feat: An authenticator that times out other authenticators (#1211)
* feat: An authenticator that times out other authenticators

* Clean up some spaces

* Add tooltip for timeout
Disable timeout with 0

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Remove space

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* use float for time

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs

* Update Assets/Mirror/Authenticators/TimeoutAuthenticator.cs
2019-11-23 10:56:51 +09:00
Chris Langsenkamp
d821013deb Added HelpURL to NetworkBehaviour 2019-11-23 10:56:22 +09:00
Chris Langsenkamp
e33f2e84cb Updated summary comments 2019-11-23 10:56:04 +09:00
Paul Pacheco
bf9eb610dc feat: NetworkConnection is optional for handlers (#1202)
* feat: NetworkConnection is optional for handlers

* make NetworkConnction optional in handlers
2019-11-23 10:52:24 +09:00
Paul Pacheco
12fd2ae6fc Remove redundant namespace 2019-11-23 10:52:12 +09:00
Paul Pacheco
236dcb6734 remove redundant type parameter 2019-11-23 10:52:02 +09:00
Paul Pacheco
1531281516 Enforce proper type for connectionToClient 2019-11-23 10:51:50 +09:00
vis2k
db99dd7b3d fix: when modifying a prefab, Unity calls OnValidate for all scene objects based on that prefab, which caused Mirror to reset the sceneId because we only checked if a prefab is currently edited, not if THIS prefab is currently edited 2019-11-03 14:33:59 +01:00
vis2k
188b74edd6
Fallback Transport (#1198)
* Fallback Transport

* doc

* doc

* help URL

* exception

* fixed help url
2019-11-03 00:04:59 +01:00
Paul Pacheco
f70a2ac702 refactor: Simplify spawn message (#1195)
* refactor: Simplify spawn message

* Update Assets/Mirror/Runtime/Messages.cs

* fix brainfart

* consolidate spawning logic

* simpler find

* remove unnecesary private keyword

* Remove redundant else
2019-10-31 10:07:37 +01:00
vis2k
6765da2387 Make Transport.Available() abstract (#1194)
* Make Transport.Available() abstract

* better
2019-10-30 13:02:07 -07:00
vis2k
7fe8888df5 perf: MultiplexTransport: avoid Linq allocations that would happen on every packet send because Send calls .ServerActive() each time 2019-10-30 20:18:02 +01:00
Paul Pacheco
40f50ac908 breaking: Remove localPlayerAuthority (#1192)
* breaking: Remove localPlayerAuthority (#1188)

* breaking: Remove localPlayerAuthority

This flag does not do anything useful in anything but NetworkAnimator
so NetworkAnimator can keep it's own flag.

* Add tooltip with explanation

* Editor should no longer access localPlayerAuthority property
2019-10-30 18:13:25 +01:00
Paul Pacheco
7df3ce37d1 fix: Don't throw exception getting address 2019-10-30 09:30:58 -07:00
Paul Pacheco
6cbef06e00 Simplify editor a bit 2019-10-30 05:49:04 -07:00
vis2k
d9afbfe4c9
rename 'owner' to 'isLocalPlayer' to prepare to be less confusing (#1185) 2019-10-27 16:30:06 +01:00
vis2k
27daf3fb0b remove old comment 2019-10-27 15:01:21 +01:00
Paul Pacheco
8931944005 Destroy objects owned by this connection when disconnecting (#1179)
* Destroy objects owned by this connection when disconnecting

* How did this get here?

* Simplify keeping track of owned objects
2019-10-27 14:55:12 +01:00
Paul Pacheco
4d9e5809ee tests: unit test local connections (#1184) 2019-10-27 14:47:06 +01:00
Paul Pacheco
f94adbf09b refactor: local connections maintain their own queue (#1183)
* refactor: local connections maintain their own queue

* pass message to the counterpart connection

* Update LocalConnections.cs

* Update LocalConnections.cs
2019-10-27 14:09:54 +01:00
MrGadget
2d13512642 Remove redundant force authority (#1180) 2019-10-26 10:38:29 +02:00
Paul Pacheco
8d886ecf69 Remove leftover xmldoc parameter 2019-10-25 23:38:33 -05:00
Paul Pacheco
2ae5f0ddfc Make sure we use a connection to client for clientAuthorityOwner 2019-10-25 23:09:19 -05:00
Paul Pacheco
24a7968cc2
refactor: Split NC for clients and servers (#1175)
NetworkConnection has been broken down into:

NetworkConnection

NetworkConnectionToClient
NetworkConnectionToServer
This way each class does one thing only, instead of trying to accommodate client and server functionality in the same class.

I can't go any further than this without breaking a lot of code. Ideally we would move the connectionId down to NetworkConnectionToClient, but that will result in a lot of breaking changes.
2019-10-25 23:01:54 -05:00
MrGadget
51653ed811 Remove Authority Set (#1178) 2019-10-25 13:13:57 +02:00
Paul Pacheco
1ec8910575
perf: allocation free syncdict foreach, fix #1172 (#1174) 2019-10-23 08:40:55 -05:00
Paul Pacheco
13e4e6fe3a refactor: make it clearer that connection id is 0 or possitive 2019-10-23 07:21:20 -05:00
Paul Pacheco
035e6307f9 perf: allocation free enumerator for syncsets, fixes #1171 (#1173) 2019-10-23 11:36:52 +02:00
Paul Pacheco
ade7e76f45 This method should never be used by users 2019-10-22 20:23:48 -05:00
Paul Pacheco
745ef89e8c make it clearer that connection id can't be -1
It was already impossible for he connection id to be -1
So make it clear.
Also make sure the connection id cannot change
2019-10-22 19:48:51 -05:00
Paul Pacheco
c0a7c8a6db Users should never be creating NetworkConnections directly 2019-10-22 19:44:54 -05:00
Paul Pacheco
9dea4856ac obsolete: Players should not really use connectionId 2019-10-22 18:46:36 -05:00
MichalPetryka
4ffd5a2e06 perf: Custom IEnumerator for SyncLists to avoid allocations on foreach (#904)
* Custom IEnumerator for SyncLists to avoid allocations on foreach

* add comments and benchmark

* remove unnecessary 'private'

* syntax
2019-10-22 17:41:09 +02:00
Paul Pacheco
60b2dcb94b
refactor:use ToString() to display connections (#1170) 2019-10-22 08:34:19 -05:00
vis2k
0a22e61787 add comment 2019-10-22 15:10:25 +02:00
Paul Pacheco
94eda38803 feat: Remove Command shortcut for host mode (#1168) 2019-10-22 10:13:27 +02:00
Paul Pacheco
22b45f7a11 perf: Use RemoveAt to remove elements from lists 2019-10-21 02:20:51 -05:00
vis2k
12c5a8fdc3 Revert "feat: Add Timeout to NetworkAuthenticator (#1091)"
This reverts commit e8cc9ba27b.
2019-10-20 20:12:14 +02:00
MrGadget
e8fac8aba5 fix: Suspend server transport while changing scenes (#1169)
* Suspend transport

* fixed typo
2019-10-20 11:54:43 -05:00
MrGadget
e8cc9ba27b feat: Add Timeout to NetworkAuthenticator (#1091)
* Add timeout to NetworkAuthenticator

* Added back the using Vis removed

* updated doc

* Typo
2019-10-20 11:23:34 -05:00
MrGadget
1fc1ed2708 fix: Don't give host player authority by default (#1158)
* Don't give host player authority by default

* Same when removing authority
2019-10-20 18:01:00 +02:00
Paul Pacheco
eb51da0b72 simplify tests 2019-10-19 11:29:52 -05:00
Lymdun
8be06fc453 Fix comments (#1167) 2019-10-19 10:06:30 -05:00
Paul Pacheco
2db9520b54 Cleaned up some tests 2019-10-19 10:05:30 -05:00
MichalPetryka
0fde090bf2 SyncList custom Equality Comparer support (#1146) 2019-10-19 16:02:08 +02:00
Paul Pacheco
9cb309e5bc feat: Users may provide custom serializers for any type (#1153)
* feat: Users may provide custom serializers for any type

* Relax rules for rpc parameters to support user provided serializers

* Improve error messages

* Fixed component types

* Adjusted tests
2019-10-19 16:00:27 +02:00
MrGadget
ae5c92b40c Rename includeSelf to includeOwner (#1163)
* Rename includeSelf to includeOwner

* Renamed isSelf too
2019-10-19 09:47:17 +02:00
MrGadget
11b3cce123 Refresh Data For Preview Window (#1161) 2019-10-19 09:41:06 +02:00
MrGadget
0295522d5a Prevent NRE (#1162) 2019-10-19 09:39:46 +02:00
MrGadget
039abfcc81 Remove unnecessary virtuals (#1156) 2019-10-18 08:09:27 -05:00
MrGadget
c3fcf9117c
Update NetworkClient.cs
updated comment
2019-10-18 00:27:34 -04:00
Paul Pacheco
d8ce80fe0e fix: don't call hook in host if no change, fixes #1142 (#1143)
* fix: don't call hook in host if no change,  fixes #1142

* Update Assets/Mirror/Editor/Weaver/Processors/SyncVarProcessor.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* avoid hook calls for GO and NI in host

* Update Assets/Mirror/Editor/Weaver/Processors/SyncVarProcessor.cs

* Remove check from SetSyncVarGameObject
2019-10-17 09:31:31 +02:00
Paul Pacheco
34c419ee07 Update NI and GO fields for ease of use (#1154) 2019-10-17 09:30:29 +02:00
MrGadget
61428382f4 Make playerData public to get rid of Unity's warning (#1152) 2019-10-16 21:16:46 +02:00
MichalPetryka
0f951858c5 feat: SyncSet custom Equality Comparer support (#1147) 2019-10-15 09:07:15 -05:00
MichalPetryka
84555bc9d0 Fix invalid exception usage (#1148) 2019-10-14 19:39:00 +02:00
MrGadget
fd43c67d68 fix: Prevent Compiler Paradox (#1145)
* Prevent Compiler Paradox

* Change platform to Editor Only

* added new line at EOF
2019-10-14 07:32:24 -05:00
Paul Pacheco
ae2f5cb7d8 Make field readonly 2019-10-14 07:23:40 -05:00
Paul Pacheco
85faddfdd0 Remove unused, obsolete private method 2019-10-14 07:20:47 -05:00
Paul Pacheco
ec5434b087 Method should be static 2019-10-13 16:20:56 -05:00
Paul Pacheco
95138427f3
perf: avoid boxing for getting message id (#1144)
* perf: avoid boxing for getting message id

* Update Assets/Mirror/Runtime/MessagePacker.cs

Co-Authored-By: MichalPetryka <35800402+MichalPetryka@users.noreply.github.com>

* Update Assets/Mirror/Runtime/NetworkConnection.cs

Co-Authored-By: MichalPetryka <35800402+MichalPetryka@users.noreply.github.com>
2019-10-13 15:57:39 -05:00
Chris Langsenkamp
d5e3e56c78 Fixed HelpURL 2019-10-09 01:41:54 -04:00
MrGadget
bcc6af8527 Simplify Jump and reset player prefabs (#1140) 2019-10-08 09:35:08 +02:00
Chris Langsenkamp
98b6328f76 Merge branch 'master' of https://github.com/vis2k/Mirror 2019-10-07 06:41:35 -04:00
Chris Langsenkamp
86b5f565d0 updated comments 2019-10-07 06:41:12 -04:00
vis2k
231a384881 Telepathy updated to latest version 2019-10-07 10:43:47 +02:00
Chris Langsenkamp
1f2ff6b2c9 Code formatting 2019-10-05 10:13:13 -04:00
Chris Langsenkamp
d177df8f35 Changed to OnStartServer 2019-10-04 04:42:48 -04:00
Chris Langsenkamp
24052428e0 Removed unused Players object from scene 2019-10-04 04:25:18 -04:00
Paul Pacheco
c85d0df533
fix: webgl build fix #1136 (#1137) 2019-10-03 01:05:28 -05:00
MrGadget
5dfc85931f Obsoletes OnServerAddPlayer (#1134)
* Obsoletes OnServerAddPlayer(NetworkConnection conn, AddPlayerMessage extraMessage)

* Fixed NetworkManager

* Fixed Pong

* Fixed Room

* Wrapped call in warning suppressors

* Improved comments
2019-10-02 10:26:19 +02:00
MrGadget
e73185932a Updated Basic Example (#1135)
* Updated Basic Example

* Added more comments

* addes more comments
2019-10-01 21:52:36 -05:00
Paul Pacheco
77ec19c0dd docs: update links to new add player documentation 2019-10-01 11:56:43 -05:00
Paul Pacheco
c0417e3788 docs: explain what TargetRpcProcessor does 2019-10-01 06:58:13 -05:00
Paul Pacheco
af6be4fe41 docs: explain what RpcProcessor does 2019-10-01 06:58:13 -05:00
Paul Pacheco
b0a67041d8 docs: explain what CommandProcessor does 2019-10-01 06:58:13 -05:00
vis2k
ed572da6a0 fix: NetworkBehaviourInspector wouldn't show SyncMode if syncvars / syncobjects were only private 2019-10-01 11:47:12 +02:00
Paul Pacheco
c24a73f6c9
fix: syncvars in commands work again (#1131)
* fix: syncvars in commands work again
2019-09-30 22:13:34 -05:00
Paul Pacheco
fb15c56d39 refactor: we no longer replace methods 2019-09-30 21:23:44 -05:00
Paul Pacheco
5ecd646134
fix: TargetRpc now works accross assemblies (#1130)
similar to #1128 but for TargetRpc
2019-09-30 21:19:32 -05:00
Paul Pacheco
13dbcb9f35
fix: ClientRpc methods now work accross assemblies (#1129)
Similar to #1128 but for client rpc
2019-09-30 21:17:30 -05:00
Paul Pacheco
d8a98d8d99
fix: Cmds can be called from child classes in other assemblies
fix #1108
2019-09-30 20:51:34 -05:00
vis2k
3831cbddbe fix: Telepathy fix a bug where calling Disconnect while connecting to a dead end would freeze Unity because .Join would wait forever. Interrupt fixes it. 2019-09-30 19:30:13 +02:00
Chris Langsenkamp
82ebf44ae6 updated xml comments 2019-09-29 20:19:20 -04:00
Chris Langsenkamp
5f034bf3da Added XML comments 2019-09-29 20:14:32 -04:00
Chris Langsenkamp
8e3f3c75de Fixed XML comments 2019-09-29 18:08:24 -04:00
Paul Pacheco
32c75fe14c Describe cleaner way to add customizable character (#1090)
* Describe cleaner way to add custom characters

* Update doc/articles/Guides/CustomPlayer.md

* Update doc/articles/Guides/CustomPlayer.md

* make example code clearer

* Update doc/articles/Guides/CustomPlayer.md

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update doc/articles/Guides/CustomPlayer.md

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update doc/articles/Guides/CustomPlayer.md

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update doc/articles/Guides/CustomPlayer.md

* Update doc/articles/Guides/CustomPlayer.md

* Apply suggestions from code review
2019-09-29 14:28:18 +02:00
vis2k
4ef6077d65
breaking: allocation free sends (#1103)
* so far

* websocket alloc free send

* keep old Pack name

* syntax

* LLAPI allocation free sends

* use ServerSend(list) for all

* multiplex send(list) based on https://github.com/vis2k/Mirror/pull/1118/files

* new mirror define
2019-09-29 13:34:15 +02:00
Paul Pacheco
c9f317ddee
feat: Websockets now give client address, fix #1121 (#1125) 2019-09-28 18:27:46 -05:00
Paul Pacheco
2cd36c8b58 Fix async warnings 2019-09-28 18:03:21 -05:00
Paul Pacheco
6402ecdf90 Fix xml docs 2019-09-28 17:52:46 -05:00
Paul Pacheco
dbafb2c56a Get rid of warning 2019-09-28 17:49:27 -05:00
Paul Pacheco
5649cc6977 feat: profiler info is available in production builds 2019-09-28 16:54:22 -05:00
Paul Pacheco
65d81d6fb4
Transports now give the channel when receiving message (#1124)
* Transports now give the channel when receiving message

* Profile inbound messages channel id
2019-09-28 14:01:45 -05:00
vis2k
680d14338b xmldocs too 2019-09-28 19:29:17 +02:00
vis2k
bc7e116a6e
feat: Transport can send to multiple connections at once (#1120)
* so far

* consider local conn

* internal Send(list) to avoid obsolete later

* typo

* empty line
2019-09-28 19:08:58 +02:00
vis2k
3c9459b60c NetworkConnection.ValidatePacketSize 2019-09-28 17:02:06 +02:00
vis2k
e6a20a5ef0 just Send 2019-09-28 16:13:07 +02:00
vis2k
55698162c9 merge it (#1119) 2019-09-28 09:02:19 -05:00
Paul Pacheco
2696ee20f4 Use local connection send method 2019-09-26 19:09:22 -05:00
Paul Pacheco
15098d59ea Add todo comment 2019-09-26 19:06:18 -05:00
Paul Pacheco
55c9bb625a fix: pack works if message is boxed 2019-09-26 18:54:11 -05:00
MrGadget
9bce5a84e8 Remove Host Migration cruft (#1114)
* Remove Host Migration cruft

* Deprecated instead of removed.
2019-09-25 18:49:25 -05:00
MrGadget
85e607088a Make RemoveClientAuthority easier to use (#1113)
* Make RemoveClientAuthority easier to use

* Added back the returns...oops
2019-09-25 13:45:18 -05:00
Paul Pacheco
db2e1488c1 fix #1096 move xmldocs to docs 2019-09-24 22:42:02 -05:00
MrGadget
7dfaf05cee Unity 2018.4.9 changes (#1111) 2019-09-24 15:48:41 -05:00
Paul Pacheco
db8310f838
fix: Sync full netAnimator for new clients, fix #980 (#1110) 2019-09-24 09:35:24 -05:00
Paul Pacheco
d91b387bb2 fix(weaver): fix #796, reload assemblies after initial import (#1106)
* fix: fix #796, reload assemblies after initial import

* Do not weave assemblies that aren't compiled yet

* Update CompilationFinishedHook.cs

* Update CompilationFinishedHook.cs

* Use SessionState instead of env variable
2019-09-24 08:43:55 +02:00
Chris Langsenkamp
043cf29d0a Fixed list items in comments 2019-09-23 03:26:41 -04:00
Chris Langsenkamp
97848e56fc Updated links 2019-09-21 23:43:06 -04:00
vis2k
958fc256be remove unused import 2019-09-21 22:44:55 +02:00
vis2k
633f7825ed NetworkAuthenticator: OnStartServer/OnStartClient made virtual because not all authenticators need them. 2019-09-21 22:42:14 +02:00
vis2k
c3917cdf0b NetworkAuthenticator: OnStartClient moved into client region 2019-09-21 22:41:07 +02:00
vis2k
a498bff511 syntax 2019-09-21 21:29:26 +02:00
vis2k
3a803c1c39 fix typo 2019-09-21 21:26:56 +02:00
MrGadget
99652b24f0 Reorder NetworkManager (#1105) 2019-09-21 11:50:55 -05:00
MrGadget
3e92f53a36 Update NetworkRoomPlayer.cs (#1094)
CmdChangeReadyState needs to be public
2019-09-21 09:25:01 -05:00
Paul Pacheco
a351879f91 perf: avoid boxing if there is no profiler 2019-09-21 08:19:07 -05:00
vis2k
4a13773dbc remove old comment 2019-09-21 10:47:34 +02:00
Chris Langsenkamp
760b5284b9 Fixed obsoletes and comments 2019-09-20 20:31:41 -04:00
Paul Pacheco
5985e6d641 GetRpcMethod does not need an instance 2019-09-19 23:31:43 -05:00
Paul Pacheco
bc87649be6 Don't report out messages if there are no recipients 2019-09-19 23:27:34 -05:00
Paul Pacheco
e742ffad4b Messages must be public for profiler 2019-09-19 23:26:50 -05:00
Paul Pacheco
838d4f019f
fix: Fix error scene error message in host mode
When using online scene and starting host mode,  users were getting:

```
Closing connection: 0. Received message Mirror.SceneMessage that required authentication
```
2019-09-18 18:13:26 -05:00
MrGadget
e88316f336 Rename NetworkConnection.playerController to identity (#1092)
* change playerController to identity

* improved obsolete

* Obsolete comment
2019-09-18 10:32:26 +02:00
Chris Langsenkamp
9f09c21680 Revert "Remove add component from deprecated components (#1087)"
This reverts commit 8a99ab16e8.
2019-09-17 23:23:13 -04:00
Chris Langsenkamp
6e4409b786 Fixed double-spaced bullets in docs 2019-09-17 20:34:26 -04:00
MrGadget
958e2ad612 Redefine SceneMessage (#1093)
* Redefine SceneMessage

* Add obsolete method

* Removed SceneLoader
2019-09-17 22:59:16 +02:00
Paul Pacheco
7ac43cd56a feat: Secure messages that require authentication, fixes #720 (#1089)
* feat: Secure messages that require authentication, fixes #720

* Rename the parameter for clarity

* Update Assets/Mirror/Runtime/MessagePacker.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update Assets/Mirror/Runtime/MessagePacker.cs

Co-Authored-By: MrGadget <chris@clevertech.net>
2019-09-17 22:16:37 +02:00
MrGadget
56bcb02c15 feat: Authentication Framework (#1057)
* Component-based Authentication

* Capitalized IsAuthenticated

* Added isAuthenticated to NetworkConnection

* Removed activeAuthenticator as unnecessary

* Removed unnecessary using

* Added more comments

* Documentation

* Added cs to code blocks in doc

* fixed typo in doc

* Doc improvements

* Fixed another typo in doc

* Removed HideInInspector

* Updated doc and image

* Fixed comment

* Added inspector header and tooltips

* Fixed typo

* Add AuthenticationData object

* Add a bullet point in the doc about AuthenticationData

* Updated screenshot image

* Added HelpURL attribute

* Added Initializers for both Server and Client

* Fixed doc grammar and phrasing

* Forgot to add the ClientInitialize in StartHost

* Updated doc with info about the initializers

* Changed initializers from bool to void.

* Eliminated the abstract model and renamed to NetworkAuthenticator and made all methods virtual

* Fixed comment

* Fixed typo

* Doc cleanup

* Doc Cleanup

* authenticator RemoveAllListeners in StopServer and StopClient

* Update Assets/Mirror/Runtime/NetworkManager.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Changes requested by Vis

* reverted conflicting change

* Revert "reverted conflicting change"

This reverts commit f65870e073.

* UnityEditor.Undo.RecordObject

* made the name camelCase

* Added internal methods and On prefix to methods

* Reverted this change so it can be done in a separate PR

* Moved authenticator calls to after runInBackground

* Add built-in timeout feature

* Changed UnityEditor.Undo.RecordObject to use gameobject

* Convert to Abstract, add Basic Authenticator, update docs.

* Removed timeout, against my better judgement.

* Removed the rest of timeout, still against my better judgement

* Fixed event listener mappings

* Renamed and consolidated methods

* updated doc and image

* made OnClientAuthenticate and OnServerAuthenticate abstract

* Updated Debug log msgs

* changed to authenticator != null

* Renamed to NetworkAuthenticator
2019-09-17 10:41:04 +02:00
Paul Pacheco
e67035e971 Add profiler hooks (#1086)
* Add profiler hooks

* Polish API a bit

Now if we want to add more fields,  we can do so without
breaking profilers

* Provide documentation for the profiler data

* Use -1 channel until we implement this feature

* Use C# events instead of UnityEvent

* Simplify message info structure

* Renamed class

* Send -> OnSend
Receive -> OnReceive

* Update Assets/Mirror/Runtime/NetworkConnection.cs

* Update Assets/Mirror/Runtime/NetworkDiagnostics.cs

Co-Authored-By: vis2k <info@noobtuts.com>

* Update NetworkDiagnostics.cs
2019-09-17 08:45:51 +02:00
MrGadget
8a99ab16e8 Remove add component from deprecated components (#1087) 2019-09-16 22:14:02 -05:00
vis2k
229e5e8d6e remove trailing whitespace 2019-09-15 19:04:33 +02:00
vis2k
524abfc5e8 fix: NetworkManager OnValidate wouldn't properly save the automatically added Transport before because Undo.RecordObject is needed for that now. 2019-09-15 19:04:33 +02:00
Paul Pacheco
5a9e14c79e
Expose methods for profiler (#1083) 2019-09-15 09:43:36 -05:00
vis2k
06c3385e7d fix comment 2019-09-14 13:19:17 +02:00
vis2k
dcafadfdba fix #1073 sync components with different intervals and add test (#1077) 2019-09-12 07:56:59 -05:00
vis2k
245dcfd1d9 forgot internal 2019-09-12 14:23:11 +02:00
MrGadget
d5e6bbc552 Clear Handlers on NetworkClient.Shutdown (#1069)
* Clear handlers on Shutdown

* Update NetworkClient.cs

* Update NetworkClient.cs
2019-09-12 13:35:08 +02:00
vis2k
414fa9cfb9 forgot to make internal for test 2019-09-12 11:52:24 +02:00
vis2k
811f3f63c3 Add test for ClearAllComponents and syncInterval 2019-09-12 11:49:43 +02:00
vis2k
aae0a72143 add comment 2019-09-12 11:40:11 +02:00
vis2k
4eedae1d91 rename to ClearAllComponentsDirtyBits 2019-09-12 11:36:49 +02:00
vis2k
ce5484742b remove trailing whitespace 2019-09-12 11:21:12 +02:00
vis2k
f65f9e47db add comment 2019-09-12 11:21:04 +02:00
vis2k
81bb208d1d rename NetworkIdentity.ClearDirtyBits to ClearAllDirtyBits because that's what it does. It doesn't just clear some, it always clear all no matter what. 2019-09-12 11:20:27 +02:00
vis2k
584cda0508 consistent indentation with comment below 2019-09-12 10:45:27 +02:00
MrGadget
1b37a2160e Room Game Player Camera Restore (#1075)
Restore camera when Game Player is destroyed
2019-09-12 10:15:01 +02:00
MrGadget
5b9752558e Put all RoomPlayer's in DDOL (#1074)
* Put all RoomPlayer's in DDOL

* Simplify by using pattern matching
2019-09-12 10:14:44 +02:00
MrGadget
0bd898dc32 doc: Add XML comments to Custom Attributes (#1071)
* Add XML comments to Custom Attributes

* We don't throw errors,  just display them
2019-09-11 23:23:33 -05:00
MrGadget
650f9caa50 Remove privates (#1072) 2019-09-11 23:07:44 -05:00
MrGadget
4ac4c06135 Don't reload offline scene (#1066)
* Don't reload offline scene

Check if we're already in the offline scene before calling ClientChangeScene to the offline scene.

* Update NetworkManager.cs
2019-09-11 10:07:35 +02:00
MrGadget
0e95016e95 Lobby to Room (#1065)
* Change Lobby to Room with Obsoletes

* Changed folder from Lobby to Room

* Updated docs

* reverted leftover debu.log line

* Fixed OfflineGUI

* Changed the obsolete classes to inherit from the new ones.

* Fixed SyncVar hook
2019-09-11 10:06:25 +02:00
MrGadget
b3030aff85 Add check for sceneMode (#1054)
* Add check for sceneMode

* Added comment
2019-09-10 17:36:02 +02:00
vis2k
913d503fda Revert "Inserted blank lines where appropriate"
This reverts commit af84a1730b.
2019-09-05 19:45:25 +02:00
MrGadget
c84c3892bc Reset Start Position Index (#1058) 2019-09-05 10:45:23 -05:00
MrGadget
da8b2f1d59
Updated xml comments 2019-09-05 09:55:08 -04:00
MrGadget
af84a1730b
Inserted blank lines where appropriate 2019-09-05 09:52:49 -04:00
Paul Pacheco
87385628f0
fix: code generation works with il2cpp again (#1056) 2019-09-04 10:26:06 -05:00
Paul Pacheco
c00bb2d81d
No need to read symbols (#1055)
Should speed up build slightly.
If user has old symbols we don't care, so don't give an error.
2019-09-04 10:25:53 -05:00
MrGadget
ddd51e577e Don't call Ready if we're ready already (#1049)
* Fix typo

* Check ClientScene.ready
2019-09-04 10:29:48 +02:00
Paul Pacheco
5aac362f07 Remove unused usings 2019-09-03 20:39:30 -05:00
Paul Pacheco
463bdfa2fa Remove unnecesary usings 2019-09-03 20:37:11 -05:00
Paul Pacheco
4ef680a474 fix: suppress warning on standalone build #1053 2019-09-03 18:09:30 -05:00
Paul Pacheco
13ca6b6542 Remove unnecesary using 2019-09-03 18:01:17 -05:00
Paul Pacheco
34e1f45615 Remove redundant tostring 2019-09-03 18:00:45 -05:00
Paul Pacheco
e939b9734d Remove redundant castings 2019-09-03 18:00:18 -05:00
Paul Pacheco
00eb23aa01
fix: error with missing assemblies (#1052)
* fix: error with missing assemblies

During first import,  the weaver will be called before all assemblies
are built.  No need to look for custom readers and writers if the assemblies
are not built.

fixes #1051

* forgot using
2019-09-02 23:46:27 -05:00
Paul Pacheco
74faf2a95b fix: missed ushort reader/writer 2019-09-02 12:17:56 -05:00
MrGadget
68ce6327bc Updated Pong 2 (#982)
* Turned off Simulated & Set Transform Interval to zero

* Set sync interval to zero

* Removed ballPrefab field

* Cached RigidBody & simplified FixedUpdate

* Cached RigidBody and Moved Start code to OnStartServer

* Scene file updated

* Updated Scene file again

* Moved comments and fixed typos

* Eliminated GetComponent in code

* Assigned Rigidbody2d in inspector of prefabs
2019-09-02 19:06:04 +02:00
Paul Pacheco
b45afad641 feat: custom reader/writer via extension methods (#1047)
* Remove hardcoded writers from weaver

* Remove hardcoded readers from weaver

* Remove unused stuff

* cleanups

* Cleanup some comments

* remove unused import

* Update Assets/Mirror/Editor/Weaver/Processors/ReaderWriterProcessor.cs

* Improve comments a bit

* small cleanups

* Remove redundant private keyword

* Remove unnecesary blank space

* Remove unused field

* Measure how long it takes to find the readers and writers

* Find all extension methods for readers and writers

* Get rid of debugging log

* Don't comment obvious stuff

* Don't swallow exception

* only scan static classes for extension methods

* Add unit test for custom readers and writers

* Update Assets/Mirror/Editor/Weaver/Weaver.cs

* Update Assets/Mirror/Runtime/NetworkWriterExt.cs

* Update ReaderWriterProcessor.cs

* Renamed to avoid abreviations

* Move the extensions inside the same .cs

* Update NetworkReader.cs

* Update NetworkWriter.cs
2019-09-02 18:57:45 +02:00
Paul Pacheco
e0b66db335 Link to non obsolete methods in xmldocs 2019-08-31 16:12:25 -05:00
Paul Pacheco
a61635424f Remove unncesary casting 2019-08-31 14:48:59 -05:00
Paul Pacheco
4638342168 Remove unnecesary casting 2019-08-31 14:47:19 -05:00
Paul Pacheco
32b72c959d use compound assignment 2019-08-31 14:46:12 -05:00
Paul Pacheco
42b635346a linting 2019-08-31 14:44:53 -05:00
Chris Langsenkamp
438dbfdf03 Fixed typo 2019-08-31 13:12:30 -04:00
Paul Pacheco
ae7fd90f1f use array segment for reading string 2019-08-30 23:16:30 -05:00
Paul Pacheco
7f8840c9b6 refactor to use arraysegment 2019-08-30 23:12:51 -05:00
Paul Pacheco
702b183034 Removed more unused variables 2019-08-30 21:49:26 -05:00
Paul Pacheco
bd44d35bae Use dfault uint64 writer 2019-08-30 21:46:12 -05:00
Paul Pacheco
cab08b1b5a Use default int32 writer 2019-08-30 21:42:53 -05:00
Paul Pacheco
3181b4a5d4 Use default uint64 reader 2019-08-30 21:39:50 -05:00
Paul Pacheco
e389f62c2d Use default reader for uint32 2019-08-30 21:37:19 -05:00
Paul Pacheco
609480208c use default int32 reader 2019-08-30 21:35:00 -05:00
Paul Pacheco
a5d4f46980 test: fix invalid unit test 2019-08-30 17:56:42 -05:00
Chris Langsenkamp
4a78288c92 Updated Comments 2019-08-30 13:48:32 -04:00
vis2k
c6d86b301b
feat: component based SyncToOwner, fixes #39 (#1023)
* adjust comments

* NetworkBehaviour.syncMode

* show in Editor

* feat: component based SyncToOwner, fixes #39

* rename to Observers

* rename writers and comments too

* SendToReady old signature version

* shorter syntax

* fix segment write length

* fix NullReferenceException for local player

* update comment

* support runtime syncMode changes

* add a test

* remove comments

* UL suffix to avoid cast

* UL suffix

* remove empty line

* OnSerializeAllSafely returns how many components were written. MirrorUpdate only sends to owner/observer if anything written.

* fix tests
2019-08-26 15:21:59 +02:00
Chris Langsenkamp
9e1cb624ac Replace <T> with {T} for XML Docs Parser 2019-08-25 22:23:55 -04:00
Chris Langsenkamp
080bcb0a31 Updated HelpURL links 2019-08-25 22:10:00 -04:00
Paul Pacheco
614f4bc875 Fix xmldoc in NetworkTime 2019-08-25 08:30:44 -05:00
Paul Pacheco
4730b137cf Fix issue doc.csproj conflicting with other assemblies 2019-08-24 15:04:40 -05:00
Paul Pacheco
e1561bda02 Add mea for doc project 2019-08-24 12:36:25 -05:00
Paul Pacheco
35fee94d56
docs: switch to docfx for documentation (#1026)
* Moved doc files to docfx folder

* load csproj

* doc generation

* Run docfx

* Add docfx

* Deploy docs to mirror-networking.com

* use deploy phase

* deploy whole generated site

* Fixed the semantic release command

* Is last \ required?

* show debug log

* using lftp for site deploy

* Testing lftp

* Show current folder

* try -e command option

* Show me the files

* use plain ftp

* use choco install instead of cinst

* fix ssl certificate validation

* fix username

* Upload site to xmldocs folder

* no need to archive docs

* No need for debug output

* Fix file permissions

* show me .htaccess

* Show me contents

* Wipe out folder to fix permissions

* Set file permissions

* Fix file permissions

* complete toc list

* Migrated intro page

* Remove old docs

* Update link to docs

* Add link to github

* Only update docs for stuff in master

* This is a powershell command

* Update doc/articles/Concepts/Communications/RemoteActions.md

* Update doc/articles/Concepts/VisibilityCustom.md

* Update doc/articles/Concepts/Authority.md

* Update doc/articles/Concepts/GameObjects/SpawnObjectCustom.md

* Update doc/articles/Concepts/Authority.md

* Update doc/articles/Classes/SyncVars.md

* No need to run semver twice
2019-08-24 10:20:33 -05:00
Paul Pacheco
9e283b1f9b refactor: syntax fixes 2019-08-18 16:30:53 -05:00
Paul Pacheco
1070fee325 refactor: Unused parameter 2019-08-18 16:23:10 -05:00
Paul Pacheco
0bf6453aff refactor: fix warnings 2019-08-18 16:22:40 -05:00
Paul Pacheco
216c0cb65c docs: Document the network time class 2019-08-18 16:20:17 -05:00
Paul Pacheco
4bc4ec86ea docs: proper reference to non obsolete method 2019-08-18 16:05:49 -05:00
Paul Pacheco
12f338e142 docs: proper reference to non obsolete method 2019-08-18 16:05:03 -05:00
Paul Pacheco
325d30f42a docs: proper reference to non obsolete method 2019-08-18 16:04:30 -05:00
Paul Pacheco
d441c2faf9 refactor: unused parameters 2019-08-18 15:54:05 -05:00
Paul Pacheco
f78510a6a9 refactor: unused parameters 2019-08-18 15:53:05 -05:00
Paul Pacheco
5e2914be3c refactor: unused parameter 2019-08-18 15:52:10 -05:00
Paul Pacheco
2bae240534 doc: fix parameter name 2019-08-18 15:50:26 -05:00
Paul Pacheco
d08dd0328e refactor: handlers dictionaries should be readonly 2019-08-18 15:49:46 -05:00
Paul Pacheco
9e3ecc1ced perf: remove network transform allocation 2019-08-17 13:22:11 -05:00
vis2k
812c6434e2 remove empty line 2019-08-12 20:58:49 +02:00
vis2k
48785b594c remove empty line 2019-08-12 20:02:10 +02:00
Paul Pacheco
62d1887e62 feat: #869 support structs in other assemblies (#1022) 2019-08-12 19:25:23 +02:00
Paul Pacheco
bbe4ac8c19 Use explicit type 2019-08-11 12:56:39 -07:00
Paul Pacheco
63e958e8a8 sceneids should be readonly 2019-08-11 12:56:09 -07:00
Paul Pacheco
f79c05c109 Remove redundant field initializer 2019-08-11 12:55:40 -07:00
Paul Pacheco
ab44290ca8 refactor: remove redundant else 2019-08-11 12:54:39 -07:00
Paul Pacheco
9ef34701d9 refactor: cmdDelegate dictionary should be readonly 2019-08-11 12:53:32 -07:00
Paul Pacheco
1869c15173 doc: fix see tag 2019-08-11 12:52:32 -07:00
Paul Pacheco
75b4a276f8 Remove pending owner thing (#1018) 2019-08-11 20:28:39 +02:00
MrGadget
cd88c69df9
Update NetworkManager.cs
Added missing XML comment
2019-08-11 13:18:16 -04:00
Paul Pacheco
38ffce2c63 refactor: GetDirtyMask is more testable 2019-08-11 07:33:21 -07:00
Paul Pacheco
b6c0b86f3d refactor: simplify dirty bit cleaning 2019-08-11 06:47:02 -07:00
MrGadget
5c1440b2f0 Added virtual OnServerChangeScene just like OnClientChangeScene so devs can override to do prep before the change. (#1020) 2019-08-10 15:49:03 -07:00
Paul Pacheco
236afa3c7e
test: add test for syncvar synchronization (#1019)
* test: add test for syncvar synchronization

* made methods internal and expose internal to the tests
2019-08-10 15:32:27 -07:00
Paul Pacheco
f27fd0bdc5
fix: hooks in host mode can call each other (#1017) 2019-08-10 15:08:20 -07:00
Paul Pacheco
6dd135088b
fix: Rebuild observers when we switch scenes, fixes #978 (#1016) 2019-08-10 15:08:00 -07:00
Paul Pacheco
8c6789db0c
doc: document the transport class (#1014)
* doc: document the transport class

* Update Assets/Mirror/Runtime/Transport/Transport.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Runtime/Transport/Transport.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Runtime/Transport/Transport.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Runtime/Transport/Transport.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Update Assets/Mirror/Runtime/Transport/Transport.cs

Co-Authored-By: MrGadget <chris@clevertech.net>

* Apply suggestions from code review

Co-Authored-By: MrGadget <chris@clevertech.net>

* Break summary into paragraphs

* Update Assets/Mirror/Runtime/Transport/Transport.cs
2019-08-10 06:38:00 -07:00
MrGadget
0283243f95 Internalize OnServerAddPlayer Safety Checks (#1002)
* Move safety checks to internal method

* Added autoCreatePlayer to the safety checks
2019-08-10 10:39:20 +02:00
Danil Gabaidullin
80e9d25e53 Animator multiple layers support. (#983)
* NetworkAnimator update. Support multiple layers.

Just added layerId to sync multiple animator layers.
1 layer = 1x performance.
2 layers = ~0.5x performance.
etc.
Also you can change int to byte to save traffic a bit :)

* Animator updated. WriteParameters(...) args fix.

* fixed variable name

* Updated writer names
2019-08-08 10:45:40 +02:00
MrGadget
2fabc59f6a
Update Readme.txt 2019-08-07 19:07:13 -04:00
MrGadget
bb45b72953 Don't increment counter in constructor (#1012) 2019-08-07 16:42:27 +02:00
MrGadget
2dc8c1ee8c Remove redundant code (#1011) 2019-08-07 06:43:35 -07:00
Matej Zajo Kralik
de61494c9e Synchronize scale with NetworkTransformBase (#1007)
* Synchronize scale with NetworkTransformBase

Previously only position and rotation were synchronized,
with this commit scale is synchronized similarly to position.

* Update NetworkTransformBase.cs
2019-08-05 15:23:06 +02:00
MrGadget
178d1336f6 Use isHeadless (#1005) 2019-08-05 11:07:42 +02:00
MrGadget
effb56fbea Additive Example Camera Fix (#1004)
* Restore Main Camera OnDisable

* Need isLocalPlayer Check
2019-08-04 19:35:48 +02:00
MrGadget
602c4f8f1a Simplify ClientChangeScene (#1003) 2019-08-04 19:35:02 +02:00
MrGadget
b9951f9ca7 Fix unused ex warnings in websockets (#1001) 2019-08-04 19:29:25 +02:00
MrGadget
2d25c4b06f
Merge pull request #995 from MrGadget1024/XMLComments
XML Summary Comments
2019-08-03 09:45:56 -04:00
Chris Langsenkamp
147341ec26 NetworkManager 2019-08-01 02:25:47 -04:00
Chris Langsenkamp
2ad0b5dd41 NetworkConnection 2019-08-01 02:18:59 -04:00
Chris Langsenkamp
4062f48561 NetworkBehaviour 2019-08-01 02:12:48 -04:00
Chris Langsenkamp
7ab23f3529 NetworkAnimator 2019-08-01 02:09:39 -04:00
Chris Langsenkamp
c23b0b89c4 NetworkIdentity 2019-08-01 02:08:11 -04:00
Chris Langsenkamp
30afb60eca NetworkIdentity 2019-08-01 01:14:35 -04:00
Chris Langsenkamp
c2195707c7 NetworkLobbyManager 2019-08-01 01:13:38 -04:00
Chris Langsenkamp
133b15eedb NetworkServer 2019-08-01 01:12:43 -04:00
Chris Langsenkamp
6508f595b1 Merge branch 'XMLComments' of https://github.com/MrGadget1024/Mirror into XMLComments 2019-08-01 01:08:45 -04:00
Chris Langsenkamp
1298148873 NetworkProximityChecker 2019-08-01 00:27:55 -04:00
Zac North
7ed4a9a1e0 feat(websocket): Re-enable native SSL (#965)
* fix(websocket): Internal implementation fixes re-enabling SSL while retaining performance

* Catch normal exceptions if they occur

* Catch another WebSocket exception

* Make sure the stream still exists before we try to write to it

* fix(websocket): Only use the new sending technique if the stream is an SslStream

* fix(websocket): Use a better path generation strategy so a leading slash is not required
2019-07-31 23:01:43 +02:00
Balázs Faludi
2ca2c488ac fix: SceneId was not set to 0 for prefab variants (#976) (#977)
* fix: SceneId was not set to 0 for prefab variants (#976)

* Update NetworkIdentity.cs
2019-07-31 10:28:34 +02:00
Paul Pacheco
246a551151 perf: AddPlayerMessage is now a value type 2019-07-30 18:01:55 -05:00
Paul Pacheco
b5b2f3e1eb perf: rpc messages are now value types (#997) 2019-07-30 14:33:44 +02:00
Paul Pacheco
f9ff44399b feat: support writing and reading array segments (#918)
* Unit tests for writing array segments

* Add tests back for ArraySegment<int>

* Work in progress trying to generate writer

* Avoid boxing

* Weaver can now generate readers and writers for ArraySegment<T>

* Added by accident

* Clarify the loop

* Explain method specializer

* Remove unused method

* Explain loop in reader
2019-07-30 10:21:43 +02:00
MrGadget
051a9e2a39
Update Assets/Mirror/Components/NetworkProximityChecker.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:28:26 -04:00
MrGadget
f808558f32
Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:27:48 -04:00
MrGadget
2549217a94
Update Assets/Mirror/Runtime/NetworkIdentity.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:27:38 -04:00
MrGadget
6790d9056d
Update Assets/Mirror/Components/NetworkProximityChecker.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:27:27 -04:00
MrGadget
4fde22c436
Update Assets/Mirror/Components/NetworkProximityChecker.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:27:17 -04:00
MrGadget
f8eacd8607
Update Assets/Mirror/Components/NetworkLobbyPlayer.cs
Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-07-29 19:27:02 -04:00
MrGadget
0df129f4c4 Replace Basic Example Again (#996) 2019-07-29 18:21:57 -05:00
Paul Pacheco
2d3151a5da Folder is gone 2019-07-29 17:54:38 -05:00
Paul Pacheco
40c7d97ed9 perf: SpawnSceneObjectMessage is now a value type 2019-07-29 17:53:05 -05:00
Paul Pacheco
a44efd1f92 perf: SpawnPrefabMessage is now a value type 2019-07-29 17:52:06 -05:00
Chris Langsenkamp
9ffc6f2e44 NetworkLobbyPlayer 2019-07-29 18:20:51 -04:00
Chris Langsenkamp
96f4e2cc28 NetworkLobbyManager 2019-07-29 18:15:20 -04:00
MrGadget
2ba6847276 Correct scene for Basic Example (#994) 2019-07-30 00:05:46 +02:00
Chris Langsenkamp
8128adfca8 ClientScene 2019-07-29 17:39:24 -04:00
Chris Langsenkamp
ecdbf9a6b9 NetworkServer 2019-07-29 17:15:35 -04:00
Chris Langsenkamp
ed90b7dc3d NetworkTransformChild 2019-07-29 17:15:03 -04:00
Chris Langsenkamp
44863fdab3 NetworkServer 2019-07-29 17:12:46 -04:00
Chris Langsenkamp
9666f361cf NetworkStartPosition 2019-07-29 16:26:19 -04:00
Chris Langsenkamp
55decc95f7 NetworkProximityChecker 2019-07-29 16:22:22 -04:00
Chris Langsenkamp
b790ec38e8 NetworkManagerHUD 2019-07-29 16:13:12 -04:00
Chris Langsenkamp
d2b007e481 NetworkManager 2019-07-29 13:04:42 -04:00
Chris Langsenkamp
f6a441438e NetworkClient 2019-07-29 12:55:38 -04:00
Chris Langsenkamp
99682a43bc NetworkBehaviour 2019-07-29 12:52:03 -04:00
Chris Langsenkamp
e76a41011d NetworkConnection 2019-07-29 12:49:21 -04:00
Chris Langsenkamp
5d860786ae NetworkManager 2019-07-29 12:12:01 -04:00
Chris Langsenkamp
872da7ed34 NetworkManager 2019-07-29 11:54:00 -04:00
Chris Langsenkamp
976dadc1a6 NetworkManager 2019-07-29 11:53:17 -04:00
Paul Pacheco
407b36acb7 perf: SceneMessage is now a value type (#989) 2019-07-29 15:52:46 +02:00
Paul Pacheco
f99e71ebdf perf: update vars is now a value type (#990) 2019-07-29 15:52:35 +02:00
Paul Pacheco
a32c5a9456 perf: objdestroy message is now a value type (#993) 2019-07-29 15:52:19 +02:00
Paul Pacheco
a49d938fbe perf: ObjHideMessage is now a value type (#992) 2019-07-29 15:52:08 +02:00
Paul Pacheco
d071438d01 perf: ClientAuthorityMessage is now a value type (#991) 2019-07-29 15:51:43 +02:00
Paul Pacheco
145edaa50b perf: empty messages are value types now 2019-07-29 08:18:17 -05:00
Paul Pacheco
35b9919d91 Revert "New Basic Example (#985)"
This reverts commit 66f7693855.
2019-07-29 08:07:06 -05:00
Paul Pacheco
81d915eb73 perf: use value types for empty messages (#988) 2019-07-29 15:04:56 +02:00
Paul Pacheco
12437ba9c2 fix: don't use obsolete method 2019-07-29 08:00:03 -05:00
Paul Pacheco
633fb19f8d perf: messages should be value types (#987) 2019-07-29 14:50:18 +02:00
Paul Pacheco
7c7c910a5e perf: avoid allocation with message structs (#939)
* avoid allocation with message structs

* Use ternary operator instead of if

* Explain witchcraft
2019-07-29 14:50:09 +02:00
Paul Pacheco
b4077c1112 feat: safer and consistent writers names (#979)
* WriteUInt16

* WriteUInt16 weaver

* WriteUInt32

* WriteUInt64

* WriteByte

* WriteSbyte

* WriteChar

* WriteBoolean

* WriteInt16

* WriteInt32

* WriteInt64

* WriteDouble

* WriteDecimal

* WriteString

* WriteBytes

* WriteVector2

* WriteVector3

* WriteVector4

* WriteVector2Int

* WriteVector3Int

* WriteColor

* WriteColor32

* WriteQuaternion

* WritePlane

* WriteRay

* WriteMatrix4x4

* WriteGuid

* WriteNetworkIdentity

* WriteTransform

* WriteGameObject

* Keep consistent line breaks

* add new define so asset maintainers can tell if the new methods are available
2019-07-29 14:44:08 +02:00
vis2k
abf06df25d fix: Telepathy updated to latest version. connectionId counter is properly reset after stopping server. 2019-07-29 14:36:18 +02:00
Chris Langsenkamp
be70684cf6 NetworkManager 2019-07-29 06:23:18 -04:00
Chris Langsenkamp
1b8d436b0a NetworkAnimator 2019-07-29 04:34:53 -04:00
Chris Langsenkamp
678eb5a715 NetworkConnection 2019-07-29 04:30:14 -04:00
Chris Langsenkamp
f4ab3e853c NetworkIdentity 2019-07-29 04:24:22 -04:00
Chris Langsenkamp
01d144bc62 NetworkConnection 2019-07-29 03:56:42 -04:00
Chris Langsenkamp
42f27dbc95 NetworkAnimator 2019-07-29 03:28:54 -04:00
Chris Langsenkamp
b196ea7367 NetworkBehaviour 2019-07-29 03:26:09 -04:00
Chris Langsenkamp
091c79b429 NetworkBehaviour 2019-07-29 03:21:30 -04:00
Chris Langsenkamp
572aaf4eba NetworkClient 2019-07-29 03:01:54 -04:00
Chris Langsenkamp
40c8e4ba59 NetworkBehaviour 2019-07-29 02:39:47 -04:00
Chris Langsenkamp
88bd33a478 NetworkAnimator 2019-07-29 02:17:34 -04:00
MrGadget
66f7693855 New Basic Example (#985) 2019-07-28 18:13:38 -05:00
Paul Pacheco
eb4c00f8e4 Use array initializer 2019-07-24 20:09:10 -05:00
Paul Pacheco
60dcd2acdc Syntax 2019-07-24 18:37:39 -05:00
MrGadget
45b711804b fix: Don't increment counter in Awake (#971)
Doing it in Awake and also before assigning to clients skips connection ID 1.
2019-07-21 00:13:01 +02:00
MrGadget
7fecfe3065 ForceReload is always true, and the only use of it requred it to be false, so it's no longer needed. (#970) 2019-07-20 09:22:56 +02:00
MrGadget
3fb0337f8c Lobby example update (#969)
* Updated Lobby Example

* Renamed cube to visor

* Missing files from PR 957

* Code Cleanup
2019-07-19 23:40:25 -05:00
MrGadget
43d4c7ecd7 Additive example update (#968)
* Updated Additive Example

* Renamed cube to visor

* Code Cleanup
2019-07-19 23:39:50 -05:00
Paul Pacheco
64a046803a fix: do not accumulate changes if there are no observers fixes #963 (#964)
* fix: do not accumulate changes if there are no observers #963

* Update NetworkIdentity.cs
2019-07-17 14:59:46 +02:00
vis2k
310556c430 TelepathyTransport.ServerGetClientAddress: catch IL2CPP bug to at least continue to run 2019-07-17 12:32:03 +02:00
vis2k
22931fcd84 fix: Telepathy forgot to set socket options for accepted clients on the server 2019-07-14 11:13:51 +02:00
MrGadget
b0b57a23cc Lobby example update (#960)
* Updated Lobby Example

* Renamed cube to visor

* Missing files from PR 957
2019-07-12 09:04:30 +02:00
MrGadget
7f966c9afb Updated Additive Example (#956)
* Updated Additive Example

* Renamed cube to visor
2019-07-11 14:54:38 +02:00
MrGadget
7490094904 Updated Lobby Example (#957)
* Updated Lobby Example

* Renamed cube to visor
2019-07-11 14:54:25 +02:00
Paul Pacheco
47ecdb58c3
Use NetworkWriterPool in Message packing (#958) 2019-07-11 07:23:16 -05:00
Paul Pacheco
454c6ade47 Don't swallow stack trace 2019-07-03 07:38:46 -05:00
Paul Pacheco
97432169ea perf: Recycle argument writer to avoid allocations (#945)
* Recycle argument writer

* Get a pooled networkwriter for argumens

* Use pool,  not static variable

* Use explicit type

* Remove blank space

* Recycle writer in the weaver where it is allocated
2019-07-02 18:39:18 +02:00
Paul Pacheco
d2381ce892 perf: remove allocations during syncvar sync (#946) 2019-07-01 23:12:02 +02:00
Florimondable
3ee87fe7de Initialize Unity event objects in Transport. (#940) 2019-07-01 09:54:47 +02:00
vis2k
d6389e68be
fix: properly stop client and server in OnApplicationQuit so that clients still get a chance to send then 'quit' packet instead of just timing out. Also fixes a bug where OnStopServer/OnStopClient were not called when stopping the Editor. (#936) 2019-06-28 19:22:40 +02:00
MichalPetryka
7181cd9ca1 perf: use 0 for null strings (#926)
* Use 0 for null strings

* Fix test

* No need for special case for ""

* No need for special case for ""

* Update Assets/Mirror/Runtime/NetworkReader.cs

Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-06-27 08:01:57 -05:00
vis2k
6bc65d500a Telepathy.dll dummy file to overwrite old Telepathy.dll for people that update via Asset Store 2019-06-25 18:39:09 +02:00
MichalPetryka
21ca49d1be perf: Use 0 for null byte arrays (#925)
* Use 0 for null byte arrays

* Update Assets/Mirror/Runtime/NetworkWriter.cs

Co-Authored-By: Paul Pacheco <paulpach@gmail.com>

* Update comments

* Update Assets/Mirror/Runtime/NetworkReader.cs

Co-Authored-By: Paul Pacheco <paulpach@gmail.com>

* Update Assets/Mirror/Runtime/NetworkReader.cs

Co-Authored-By: Paul Pacheco <paulpach@gmail.com>
2019-06-25 13:53:43 +02:00
vis2k
5f05e2fd02 Don't always log scene index hash message on start anymore. SceneIds work fine now. 2019-06-25 11:03:24 +02:00
vis2k
8a190bfd17 fix: TelepathyTransport.ToString UWP exception 2019-06-25 10:34:26 +02:00
vis2k
c4a18cd8a4 Telepathy source drop-in for easier debugging 2019-06-24 17:49:01 +02:00
vis2k
315508dec0 NetworkWriterPool meta file 2019-06-24 17:47:52 +02:00
Paul Pacheco
f5e93180a1 feat: network writer pool to avoid expensive allocations (#928) 2019-06-24 14:49:42 +02:00
Paul Pacheco
ced36906bc perf: return the contents of the writer as an array segment (#916)
* Return the contents of the writer as an array segment

* Use a safer ToArraySegment method and add some comments

* refactor: for readability and debuggability

* Test that ToArraySegment works

* Updated with master

* Update NetworkWriter.cs
2019-06-23 21:19:48 +02:00
Paul Pacheco
7b3e82a1fc perf: remove BinaryWriter, it allocates like crazy (#929)
* perf: remove BinaryWriter,  it allocates like crazy

* useless comment

* Update NetworkWriter.cs
2019-06-23 20:43:39 +02:00
Paul Pacheco
b2ba5896fa
perf: remove syncvar boxing (#927) 2019-06-23 10:02:30 -05:00
MichalPetryka
9e911b9d5e Add byte array test (#922) 2019-06-21 22:58:36 +02:00
vis2k
488446ae04 fix: Telepathy already supports IPv6, but can no also connect to IPv4-only servers again (e.g. Mirror Booster) 2019-06-21 12:15:52 +02:00
Paul Pacheco
87b6ddf0e9 Use local variable instead of static variable 2019-06-20 18:03:08 -05:00
MichalPetryka
981ba7c2b3 fix: ArraySegment<byte> work in Messages (#919)
Add ArraySegment<byte> tests and make them pass
2019-06-20 13:11:06 -05:00
Paul Pacheco
81fb419840 Syntax simplification 2019-06-20 08:33:39 -05:00
Paul Pacheco
493f9c20c6 Remove unnecesary using 2019-06-20 08:30:57 -05:00
Paul Pacheco
4ebebabf9c Remove unnecesary using 2019-06-20 08:30:37 -05:00
Paul Pacheco
ee5a3e946e remove unused field 2019-06-20 08:28:15 -05:00
Paul Pacheco
1a26c78059 Removed unused fields 2019-06-20 08:25:42 -05:00
Paul Pacheco
072a049bfa Add unit tests for array writer 2019-06-20 07:36:04 -05:00
Paul Pacheco
31b104d194 Order modifiers 2019-06-19 08:17:13 -05:00
Paul Pacheco
c8e18a1086 Made field readonly 2019-06-19 08:16:47 -05:00
Paul Pacheco
a2fc1f810b Removed unused parameter 2019-06-19 08:16:26 -05:00
Paul Pacheco
68bebf9d6b string comparison is culture independent 2019-06-19 08:14:13 -05:00
Paul Pacheco
c2aa934046 Class should be static 2019-06-19 08:11:20 -05:00
Paul Pacheco
4608b6f9a2 Remove unused parameters 2019-06-19 08:08:07 -05:00
Paul Pacheco
2b108f3f12 Remove unused parameters 2019-06-19 08:05:18 -05:00
vis2k
11750a9e7a
perf: Avoid allocation when reading message payload (#912)
* so far

* syntax

* add test

* more tests

* more tests

* convert messages

* use arraysegment in serialization and handle null case too
2019-06-19 14:11:17 +02:00
Paul Pacheco
dd758cac05 fix: don't convert null arrays to empty array (#913)
* fix: don't convert null arrays to empty array

* Add comments with generated code

* Document array reader

* Improve comments a little bit
2019-06-19 12:03:06 +02:00
vis2k
5ae379d6bb Make ReadBytesAndSize more readable 2019-06-18 19:17:32 +02:00
vis2k
ac5d52062c Rename new Write/Read segment functions to avoid redundant names with Write/ReadSegment that only writes the segment without the size 2019-06-18 19:12:43 +02:00
vis2k
18f035d268
perf: Networkreader nonalloc (#910)
* so far

* write and read strings

* move max to writer

* better

* readchar

* ReadDecimal

* improve ReadDecimal

* remove unused

* BENCHMARK

* add char test

* Update Assets/Mirror/Runtime/NetworkReader.cs

Co-Authored-By: Paul Pacheco <paulpach@gmail.com>

* remove unnecessary return

* simplify char

* reuse ReadByte

* arraysegment support

* fix test

* EndOfStreamException like before

* disable test

* remove test

* add benchmark

* reset scene changes

* read/write decimals without allocating

* remove unused test

* remove FloatConversion class. Use converters directly.

* less magic

* 2 longs instead of 4 ints

* sort

* fix comment

* update error

* update errors

* update error

* syntax

* syntax

* write checks size after getbytes

* syntax

* syntax

* ReadBytes array.copy directly

* adjust error message

* check passed buffer

* better

* better

* ReadString directly from buffer without using a separate stringBuffer

* fix typo

* fix comment
2019-06-18 17:00:27 +02:00
vis2k
535b4d40fa fix: Telepathy updated to latest version (IPv6 fix again) 2019-06-17 17:02:28 +02:00
Paul Pacheco
ff1a2346b4 perf: Optimize interest management (#899)
* perf: Optimize interest management

* Update NetworkIdentity.cs

* Update NetworkIdentity.cs

* Use explicit type

* Cache this set

* Update NetworkIdentity.cs
2019-06-17 16:16:36 +02:00
vis2k
2761ff23f4 fix: Telepathy updated to latest version: Correctly support IPv4 and IPv6 sockets 2019-06-17 10:42:56 +02:00
Paul Pacheco
70a532b5db perf: eliminate string concat during remote method calls (#908)
* perf: eliminate string concat during remote method calls

* perf: params causes an array allocation

* refactor: simpler method hash calculation

* Update NetworkBehaviour.cs
2019-06-17 10:00:51 +02:00
Paul Pacheco
1c18743788 perf: eliminate small allocation on remote calls (#907)
* perf: eliminate small allocation on remote calls

* Update NetworkBehaviour.cs
2019-06-17 09:57:56 +02:00
Paul Pacheco
8f6d4cb22e perf: eliminate boxing with lists (#901) 2019-06-17 09:54:43 +02:00
vis2k
cc6e4f696d fix: Updated Telepathy to latest version to fix IPAddress.Parse error for "localhost" 2019-06-16 11:08:28 +02:00
MichalPetryka
3eaaa773b3 feat: Implement IReadOnlyList<T> in SyncLists (#903) 2019-06-14 08:41:14 -05:00
Paul Pacheco
9d81d49add
refactor: determine element type inside GenerateArrayWriter and Reader (#902) 2019-06-14 07:56:27 -05:00
MichalPetryka
e5eecbff72 feat: support sending and receiving ArraySegment<byte> (#898)
Add ArraySegment<byte> support to the weaver
2019-06-13 09:03:54 -05:00
Paul Pacheco
954a3d594d feat: user friendly weaver error (#896) 2019-06-09 09:02:23 +02:00
vis2k
f39cdede98 Telepathy updated to latest version (IPv6 support) 2019-06-06 20:44:18 +02:00
gyststarblayze
3ec3d02362 fix: #840 by allowing Mirror to respect the forceHidden flag (#893)
* fix: #840 by allowing Mirror to respect the forceHidden flag on NetworkProximityChecker

* Update NetworkProximityChecker.cs
2019-06-06 08:39:35 +02:00
vis2k
9ff7feda9a NetworkTransform.DrawLineBetweenDataPoints actually uses the color parameter now 2019-06-04 10:56:38 +02:00
vis2k
36be83d6fd NetworkTransform: use local position and rotation for VR support. Fixes #779 2019-06-04 10:56:38 +02:00
vis2k
cb3d3dba72 Fix: TelepathyTransport.GetMaxPacketSize uses the new configurable max size 2019-06-04 10:07:24 +02:00
Alexander Seeck
fc181cb4ab ASMDEF for Examples (#850)
* updated readme

* added asmdefs

* removed wrong change
2019-05-29 16:41:14 +02:00
Tom KRIKORIAN
d65bdde956 Spawn objects in local space instead of world space for VR support (#875)
* Spawn objects in local space instead of world space

Allow games where world origin is different for each players (Augmented reality for example) to spawn objects at the right position in the scene.

* Update ClientScene.cs

* Update NetworkServer.cs
2019-05-29 16:25:15 +02:00
MichalPetryka
55b6167061 Rename types according to Microsofts naming (#882) 2019-05-25 08:33:43 -05:00
MichalPetryka
b0426f90d3 Set parent in initialize (#884) 2019-05-24 09:24:37 +02:00
MichalPetryka
42a8f2afab Remove conditional accesses on unity objects (#880) 2019-05-24 09:11:38 +02:00
Zac North
3c60b08762 fix(websocket): Remove send queues (they never worked) and SSL (temporarily) (#879) 2019-05-20 10:11:07 +02:00
vis2k
46eddc01ec fix: (again) Telepathy updated to latest version (Send SocketExceptions now disconnect the player too) 2019-05-15 10:23:52 +02:00
vis2k
98d3fb0c31 fix: Telepathy updated to latest version (Send SocketExceptions now disconnect the player too) 2019-05-14 13:40:23 +02:00
Tom KRIKORIAN
691583e844 fix(NetworkManager) : properly load scene on clients using new load parameters (#867)
* fix : properly load scene on clients using new load parameters

* revert change to ClientChangeScene to avoid conflict

* Simplified code for NetworkManager method ClientChangeScene
2019-05-07 17:49:28 +02:00
Coburn
6fd3fb4ca3 This fixes NetworkManager not switching to the correct server scene when onlineScene is not the same as offlineScene. 99.99% sure it'll fix issue #865 (#866) 2019-05-07 17:33:01 +02:00
Gabe Brown
6af979c967 Logging Improvements (#864) 2019-05-07 09:34:32 +02:00
MrGadget
e9f2f538ca Add channelId to Send Method (#862)
This is to achieve parity with NetworkConnection:

```cs
public virtual bool Send<T>(T msg, int channelId = Channels.DefaultReliable) where T: IMessageBase
{
    // pack message and send
    byte[] message = MessagePacker.Pack(msg);
    return SendBytes(message, channelId);
}
```
2019-05-06 18:46:24 +02:00
Paul Pacheco
d4595df2ca clear resharper error (#861) 2019-05-05 15:45:46 +02:00
vis2k
23e440bd0b fix #857: Revert "fix(websocket): Use a buffer for most WS messages in WebGL client resulting in 0 alloc for most messages (#848)"
This reverts commit 8967a20244.
2019-05-05 09:24:46 +02:00
Zac North
1dc45f5376 Fix missing semicolon in NetworkBehaviour.cs (#856) 2019-05-05 00:36:46 +02:00
uwee
d48a3757da feat(scene): Add support for scene loading params (#644)
* add scene and physics mode to SceneMessage

* Change variable names. Added comments. Changed type from struct to byte

* updated test to match

* added overrides to support scene params

* simplified param useage

* fixed types with proper casting

* forgot to add in Server side of code

* Update Assets/Mirror/Runtime/NetworkManager.cs

Co-Authored-By: uweenukr <uweenukr@gmail.com>

* Update Assets/Mirror/Runtime/NetworkManager.cs

Co-Authored-By: uweenukr <uweenukr@gmail.com>

* serialize as byte
2019-05-04 17:45:26 +02:00
Zac North
8967a20244 fix(websocket): Use a buffer for most WS messages in WebGL client resulting in 0 alloc for most messages (#848)
* fix(websocket): Use a buffer for most WS messages resulting in 0 alloc for most messages

* Use a configurable maximum message size

* Use the maximum message size on the server too

* Use <= instead of < for buffer.Length

* Show lengths in Exception message

Co-Authored-By: Katori <znorth@gmail.com>

* Show lengths in close message

Co-Authored-By: Katori <znorth@gmail.com>

* Allow messages of messagesize

Co-Authored-By: Katori <znorth@gmail.com>

* Allow messages of maxMessageSize

Co-Authored-By: Katori <znorth@gmail.com>

* Show message lengths in close message

Co-Authored-By: Katori <znorth@gmail.com>

* Don't initialize buffer if already done

Co-Authored-By: Katori <znorth@gmail.com>

* Always allocate buffer size on client construction

* Use a non-static buffer to avoid allocation issues
2019-05-04 12:08:23 +02:00
MichalPetryka
e22f527eef Fix ?? (#854)
* Fix ??

?? doesn't work on unitys objects

* Update NetworkBehaviour.cs
2019-05-04 11:30:45 +02:00
MrGadget
f618e17366 Avoid memory leak from cloned materials (#853) 2019-05-01 19:47:53 +02:00
MrGadget
a18ab9db8f
Update README.md
Revised information in case MainScene was inadvertently changed without proper setup.
2019-05-01 09:50:30 -04:00
vis2k
227cc62475 Telepathy updated to latest version (removed send header & payload allocations) 2019-04-29 14:18:31 +02:00
vis2k
30ee71a6f8 Telepathy updated to latest version (removed header allocations) 2019-04-29 12:58:47 +02:00
vis2k
77bee450b9 perf: Transports now give ArraySegment<byte> instead of byte[] (based on #569 and #846)
perf: Transports now give ArraySegment<byte> instead of byte[] (based on #569 and #846)
2019-04-28 21:08:19 +02:00
vis2k
6c4b34ba06 fix: ListServer Ping not found in WebGL 2019-04-28 20:49:20 +02:00
vis2k
e8a8e77016 Telepathy updated to latest version (Message converted to struct to minimize GC) 2019-04-28 13:36:28 +02:00
vis2k
1f07af0cae fix: Revert "refactor: consolidate prefab and spawn handlers (#817)" to fix a bug where if editor=host, build=client, we receive scene object not found when walking out of and back into an observer's range
This reverts commit b4c9c6fdc8.
2019-04-24 17:04:28 +02:00
vis2k
5480548ffa add comment 2019-04-24 13:11:36 +02:00
vis2k
f56507f2fc fix: Revert "NetworkIdentity.observers dictionary is always created, but always empty on clients. Gets rid of all null checks." to fix server-only bug not allowing movement on client, e.g. in uMMORPG
This reverts commit e8d9d852e3.
2019-04-24 13:08:10 +02:00
Zac North
0484a50e6d Use queue for Ping and Pong messages as well (#841) 2019-04-24 09:28:34 +02:00
Zac North
5aa7148c60 Use message queue instead of SemaphoreSlim - SemaphoreSlim was severely bottlenecking performance (#839) 2019-04-23 10:23:47 +02:00
Coburn
2695da4e2a LLAPI Transport not available on WSA/UWP (v2) (#838)
* LLAPITransport will not be available for WSA/UWP applications with this patch. (LLAPI never was to begin with).

* v2 of the not allowing LLAPI Transport to be available on UWP/WSA games
2019-04-22 11:15:17 +02:00
Coburn
7058de2364 LLAPITransport will not be available for WSA/UWP applications with this patch. (LLAPI never was to begin with). (#837) 2019-04-22 09:34:36 +02:00
vis2k
92a9903b0d Disable sceneid assignment message 2019-04-22 09:23:36 +02:00
Zac North
2d682b5fad fix(websocket): #829 fix InvalidOperationException with wss:// (#830)
* fix(wss): Use a queue on the server to avoid "InvalidOperationException: Invalid nested call."

* Remove unnecessary "private"

Co-Authored-By: Katori <znorth@gmail.com>

* Remove unnecessary "private"

Co-Authored-By: Katori <znorth@gmail.com>

* Update Server.cs

* comment: explain what is going on here

* comments:  better comment

* Move queue into WebSocketImplementation instead of Server-specific

* Remove unused variables in Server

* Use a SemaphoreSlim instead of queue system
2019-04-21 10:33:07 +02:00
vis2k
52625923b2
fix: Mono.CecilX namespace to work around Unity 2019 Cecil namespace collision (#832)
* fix: Mono.CecilX namespace to work around Unity 2019 Cecil namespace collision

* rename dlls

* change asmdef guid for conflict with hlapi

* rename assemblynames too

* fix: invalid scene id in 2019.1 by ignoring prefabs in NetworkScenePostProcess

* rename projects too
2019-04-20 21:01:10 +02:00
vis2k
203a823b19 fix: invalid scene id in 2019.1 by ignoring prefabs in NetworkScenePostProcess 2019-04-20 20:39:44 +02:00
vis2k
b20c0d91f7 syntax 2019-04-19 09:28:39 +02:00
MrGadget
bcd3424c0e refactor: Simplify GetStartPosition (#828)
* Simplify GetStartPosition

- Early out if startPositions.Count = 0
- Reduces the normal returns to single LOC each
- Only resets startPositionIndex if it reaches int.MaxValue
- Uses modulo and increment-after against count to pick round robin index
- Eliminates unnecessary last return that could never be reached

* Per Paul's request
2019-04-18 15:20:08 -05:00
MrGadget
8ebda0fa21 fix: Respect Player Prefab Position & Rotation (#825)
Respect Player Prefab Position & Rotation
2019-04-18 07:13:38 -05:00
vis2k
e8d9d852e3 NetworkIdentity.observers dictionary is always created, but always empty on clients. Gets rid of all null checks. 2019-04-17 23:04:52 +02:00
vis2k
aa4a91bcce remove whitespace 2019-04-17 22:42:56 +02:00
Paul Pacheco
b4c9c6fdc8 refactor: consolidate prefab and spawn handlers (#817) 2019-04-17 16:00:03 +02:00
vis2k
b5ff43ada3 feat: SyncList.FindIndex added (#823) 2019-04-17 06:18:23 -05:00
MichalPetryka
2327498b31 Remove vars (#819) 2019-04-16 12:38:48 +02:00
MichalPetryka
6eaea267d5 Remove useless out (#820) 2019-04-16 12:38:22 +02:00
MichalPetryka
3b5fa051c1 Inline out (#818) 2019-04-16 12:38:01 +02:00
vis2k
3452915a4e NetworkConnection.TransportReceive: don't try to invoke if unpacking failed. 2019-04-15 15:08:55 +02:00
Paul Pacheco
1352334747 fix: non ready connections should not observe objects 2019-04-15 07:32:41 -05:00
Paul Pacheco
e69c0976a2 refactor: Simplify nested if 2019-04-15 06:30:41 -05:00
Paul Pacheco
97f8bf6b26 refactor: use null propagation operator 2019-04-14 11:04:23 -05:00
Paul Pacheco
af0f79be14 refactor: removed unreachable if 2019-04-14 10:17:29 -05:00
Paul Pacheco
7417b68671 fix: check event prefix 2019-04-14 10:06:36 -05:00
Paul Pacheco
2598389036 refactor: use null propagation operator 2019-04-14 07:58:53 -05:00
MichalPetryka
fea09a6b74 Improve SceneID generation via RNGCryptoServiceProvider (#812)
* Improve SceneID generation

* Update NetworkIdentity.cs
2019-04-14 14:17:25 +02:00
vis2k
b9247a78b6 out syntax 2019-04-14 12:43:05 +02:00
vis2k
f3f0ef299e clear sceneid if it was a duplicate 2019-04-14 12:40:16 +02:00
vis2k
3ebd4981a4 only use generated sceneId if not duplicate 2019-04-14 12:39:48 +02:00
MrGadget
705194023c Remove all "private" (#807) 2019-04-14 09:43:03 +02:00
MrGadget
08cc3236a1 Fix Additive Example Scene Lighting (#808) 2019-04-13 21:41:46 +02:00
c6burns
3a50ca6352 fix: added new read/write symbol params (#806)
fix: added new read/write symbol params
2019-04-12 16:00:46 -05:00
vis2k
27b7e250a0 perf: OnDeserializeSafely without GC (#804) 2019-04-12 08:38:23 -05:00
vis2k
19a9995501 remove whitespace 2019-04-12 15:31:05 +02:00
vis2k
a82367b2c6 remove caching to keep it simple for now 2019-04-12 11:57:47 +02:00
vis2k
80d72c804d remove empty whitespace 2019-04-12 11:55:22 +02:00
vis2k
7e79dfad38 disable 'Weaving succeeded' message now that everything works 2019-04-12 11:55:09 +02:00
c6burns
3ba546e133 fix: #791 corrected assembly paths passed to weaver (#803)
* fixed incorrect assembly paths

* Update CompilationFinishedHook.cs
2019-04-12 11:52:35 +02:00
vis2k
2eb247a6d2 Cecil StackOverflow fix without breaking API (https://github.com/vis2k/cecil/commits/TypeReference_Resolve_StackOverFlow_Fix) 2019-04-12 11:23:44 +02:00
vis2k
0f1522229e remove empty whitespace 2019-04-11 22:09:25 +02:00
vis2k
eb4b2f40c5 Weaver.ImportCorLibType: avoid MixIn exception when calling ImportReference with a null type. Log the type that we failed to resolve instead. 2019-04-11 22:09:14 +02:00
vis2k
286983a8f8 Fix StackOverflowException for NetStandard in Mono.Cecil by using https://github.com/vis2k/cecil/tree/TypeReference_Resolve_StackOverFlow_Fix 2019-04-11 21:57:14 +02:00
vis2k
9f67b4761f Rebuild Cecil 0.10.3 DLLs from scratch via net4_0_Release mode 2019-04-11 20:10:43 +02:00