vis2k
c975d87310
Syntax
2019-01-18 17:30:30 +01:00
vis2k
4e6d44f3f7
Fix typo
2019-01-18 17:30:15 +01:00
vis2k
c0b2a74c11
Move NetworkReader.ReadMessage to the actual ReadMessage function
2019-01-18 13:09:58 +01:00
vis2k
ce8ede3db3
OnServerAddPlayer uses NetworkMessage parameter instead of NetworkReader. Removes last dependency on NetworkReader.ReadMessage ( #307 )
2019-01-18 13:08:19 +01:00
vis2k
183afac99a
move startOnHeadless to NetworkManager ( #309 )
2019-01-18 13:04:05 +01:00
vis2k
904535409d
Updated Telepathy to latest version (big endian headers)
2019-01-18 13:00:13 +01:00
vis2k
1c83c74da0
Transport components ( #308 )
...
* Convert Transport to component; remove websockets property
* Improve warning
* Automatically add default Transport if needed
* Added Transports to scenes
* Move port to Transport
* Detected too late
* Interface
* Virtual transport property just in case
* HUD shows transport.tostring
* LLAPITransport UseWebsockets option
* Remove bindToIp and ServerStart(ip) parameter. let transport handle it if needed.
* TelepathyTransport.ToString
* Remove unused function
* LLAPITransport.ToString
* Don't duplicate ports
remote endpoint already has the port.
If you have ipv6, it will show like this:
```[::]:7777```
[::] is localhost in IPv6
If you have ipv4, it will show like this:
```127.0.0.1:7777```
* Removed unused labels
* Syntax
* Updated Telepathy to latest version
* localendpoint
2019-01-17 18:14:05 +01:00
vis2k
4cf35eb9cd
Updated Telepathy to latest version
2019-01-17 18:02:44 +01:00
Paul Pacheco
d8bcbe0c62
Start on Headless is optional
2019-01-16 23:13:05 -06:00
vis2k
0ef7bc2c5a
Revert NetworkClient.UpdateClients foreach because it causes an InvalidOperationException when stopping the client.
2019-01-17 01:21:33 +01:00
vis2k
6738d95b28
NetworkConnection: removed unused imports
2019-01-16 22:24:25 +01:00
vis2k
123dbe8cd8
NetworkBehaviour: remove unnecessary 'private' modifiers
2019-01-16 22:23:22 +01:00
vis2k
8844616c33
LocalClient: remove unnecessary 'private' modifiers
2019-01-16 22:17:23 +01:00
vis2k
4ece68d053
OnObjectSpawnFinished message split into OnObjectSpawnStarted + OnObjectSpawnFinished. Saves 2 bytes of bandwidth per client spawn, and makes the code more obvious.
2019-01-16 22:10:08 +01:00
vis2k
7e9ed33448
Use actual type
2019-01-16 22:01:39 +01:00
vis2k
6cea00db0e
Use actual type
2019-01-16 22:00:04 +01:00
vis2k
663dedff81
Use foreach
2019-01-16 21:59:13 +01:00
vis2k
6104d5bafe
Use actual types
2019-01-16 21:55:24 +01:00
vis2k
c95fc2bf23
Use foreach instead of for-int
2019-01-16 21:52:53 +01:00
vis2k
edd8f99059
Remove unused imports
2019-01-16 21:49:11 +01:00
vis2k
28539c9d2f
NetworkClient: m_MessageHandlers made public and renamed to handlers. No need to have a separate property, it can't be nulled anyway.
2019-01-16 21:48:44 +01:00
vis2k
76bd13c789
Changed Boolean to bool
2019-01-16 21:45:15 +01:00
vis2k
03f0355359
DestroyObject moved next to Destroy
2019-01-16 21:38:03 +01:00
vis2k
b2ab752bc0
DestroyObject moved into Destroy. No need to have an internal version anymore because no one can override Destroy anymore.
2019-01-16 20:51:15 +01:00
vis2k
cdd4948eb8
UnSpawnObject moved into UnSpawn because that's the only function that calls it anyway
2019-01-16 20:49:03 +01:00
vis2k
9891916ba0
UnSpawnObject moved into UnSpawn because that's the only function that called it anyway
2019-01-16 20:46:43 +01:00
vis2k
c6cf8aad02
InternalAddPlayerForConnection: call GetCOmponent directly
2019-01-16 20:43:06 +01:00
vis2k
892d894d0f
InternalReplacePlayerForConnection: call GetComponent directly.
2019-01-16 20:42:31 +01:00
vis2k
7d439f0c20
SpawnObject: call GetComponent directly
2019-01-16 20:40:41 +01:00
vis2k
bd12048bd9
Update error message
2019-01-16 20:34:19 +01:00
vis2k
297c2974bd
NetworkServer.SendToClientOfPlayer uses NetworkIdentity now too
2019-01-16 20:32:30 +01:00
vis2k
5774f725c6
Make NetworkServer fully static. sealed not needed anymore then either.
2019-01-16 20:24:45 +01:00
vis2k
8fe142c1a7
SendToAll: change syntax for consistency with SendToRead/SendToObservers
2019-01-16 19:44:19 +01:00
vis2k
f7fbbee8d1
OnDeserializeSafely: check that correct amount of bytes was read
2019-01-16 19:25:43 +01:00
vis2k
6688bc39c8
SendToObservers uses NetworkIdentity parameter now too
2019-01-16 15:15:56 +01:00
vis2k
6c32dd561d
Syntax
2019-01-16 15:07:02 +01:00
vis2k
f95f127ed1
Syntax
2019-01-16 15:05:57 +01:00
vis2k
7e8c330475
SendToReady: removed context==null case where it would send to all ready connections. We never call it with null internally, and no one would assume to pass null there externally. Use SendToAll instead, or if needed we can add SendToAllReady in the future.
2019-01-16 14:49:23 +01:00
vis2k
32f77e41d4
NetworkServer.SendToReady uses NetworkIdentity to avoid two GetComponent calls per SendToReady: one for the old GetComponent<NetworkIdentity>, one for the callers which always used .gameObject before.
2019-01-16 14:47:38 +01:00
vis2k
dc9d12b67d
Rename 'uv' to 'identity'
2019-01-16 12:15:45 +01:00
vis2k
59dd73b0f1
NetworkIdentity: no need to wrap the dict as property
2019-01-16 12:12:29 +01:00
vis2k
80ac56a23f
Add comment
2019-01-16 12:09:30 +01:00
vis2k
63ac60a38c
UNetUpdate: check observers==null because the rest of the code does that too at the moment
2019-01-16 12:09:01 +01:00
vis2k
70f1fe8c5b
NetworkIdentity: move update methods next to each other
2019-01-16 12:08:37 +01:00
Paul Pacheco
f32ac7dfe6
Don't serialize the object if there are no observers ( #300 )
2019-01-16 12:07:59 +01:00
Paul Pacheco
4a8d780718
Do not pollute default namespace with examples
2019-01-15 17:44:17 -06:00
Paul Pacheco
9f06a5b55b
Minimum Mirror example
2019-01-15 17:35:53 -06:00
vis2k
76a1407c42
MonoBehaviourProcessor: better variable naming
2019-01-16 00:16:02 +01:00
vis2k
7c1eaf7363
Use actual type
2019-01-16 00:15:36 +01:00
vis2k
0710ce8b8d
Syntax
2019-01-16 00:14:25 +01:00
vis2k
0e344d7b3b
Syntax
2019-01-16 00:13:31 +01:00
vis2k
1ad865e367
Syntax
2019-01-16 00:10:20 +01:00
vis2k
10ee102399
Fix comment typo
2019-01-16 00:09:43 +01:00
vis2k
4a1129d572
Syntax
2019-01-16 00:08:11 +01:00
vis2k
3fc094ae5d
Use actual type
2019-01-16 00:06:43 +01:00
vis2k
324f277724
fix comment typo
2019-01-16 00:06:05 +01:00
vis2k
5633c63029
Helpers: use actual types
2019-01-16 00:04:48 +01:00
vis2k
6271acaec0
Fix comment typos
2019-01-15 23:52:24 +01:00
vis2k
9df0f0526d
Better variable names
2019-01-15 23:51:38 +01:00
vis2k
40ea1cfec6
Fix typo
2019-01-15 23:50:55 +01:00
vis2k
7a73bf4d01
Use actual types
2019-01-15 23:49:45 +01:00
vis2k
f57b58a83e
Sort modifiers
2019-01-15 23:33:28 +01:00
vis2k
7161126e67
GetReadFunc: use actual types. less magic.
2019-01-15 23:32:20 +01:00
vis2k
2def424a8a
GetWriteFunc: use actual types so it's more obvious
2019-01-15 23:31:14 +01:00
vis2k
f816c8f8e0
Sort modifieds
2019-01-15 23:29:41 +01:00
vis2k
a5c0d3fafb
Add a comment
2019-01-15 22:09:48 +01:00
Robin Rolf
c4f8b4eb8c
Reduce garbage in IsDirty ( #290 )
...
* Reduce garbage & Improve performance in NetworkBehaviour.IsDirty
* Update NetworkBehaviour.cs
* Update NetworkBehaviour.cs
2019-01-15 22:07:58 +01:00
vis2k
745233ca99
NetworkAnimator uses parameters array instead of 6 param values
2019-01-15 22:04:31 +01:00
vis2k
3fe93cbe44
Deprecate FindLocalObject. no need to have it in clientscene and networkserver when there is NetworkIdentity.spawned already in one place. ( #295 )
2019-01-15 21:43:55 +01:00
Ed
c02c852be5
Issue #280 fix ( #281 )
2019-01-15 21:37:47 +01:00
vis2k
b4fa6f262c
NetworkServer.DestroyPlayerForConnection uses NetworkIdentity.spawned instead of FindLocalObject
2019-01-15 16:52:36 +01:00
vis2k
9c672647a2
NetworkConnection.Dispose uses NetworkIdentity.spawned instead of FindLocalObject. Improves performance by avoiding one .gameObject call and one .GetComponent call.
2019-01-15 16:45:48 +01:00
vis2k
b9dca9c5aa
NetworkConnection: use actual type instead of var so it's more obvious
2019-01-15 16:44:00 +01:00
vis2k
e1647d766d
NetworkReader.ReadTransform uses NetworkIdentity.spawned instead of FindLocalObject
2019-01-15 16:43:14 +01:00
vis2k
434b778aa9
Weaver: removed findLocalObjectReference because it's not needed anymore.
2019-01-15 16:41:03 +01:00
vis2k
c96f44f73f
Add a comment
2019-01-15 16:39:09 +01:00
vis2k
695d56af5f
replacedEvents and replacementEvents combined into one replaceEvents dictionary. simplifies code and faster lookups.
2019-01-15 16:29:17 +01:00
vis2k
f10ca145b6
replacedMethods and replacementMethods combined into one replaceMethods Dictionary. Simplifies code and significantly speeds up weave time. uMMORPG script reload time in editor before: 7.6s, after: 5.75s (25% improvement).
2019-01-15 16:25:27 +01:00
vis2k
10fb2634c9
Use actual type
2019-01-15 16:06:27 +01:00
vis2k
29d71e6d43
Weaver: removed replacementMethodNames hashset which was only used for caching. Will be able to use a Dictionary<string, method> later.
2019-01-15 16:04:45 +01:00
vis2k
b13ba85f76
Use actual type so it's more obvious
2019-01-15 15:58:42 +01:00
vis2k
d016dc84f8
SyncVarProcessor.ProcessSyncVar: renamed netFieldId to netIdField because that's what it is
2019-01-15 15:57:30 +01:00
vis2k
940808567e
Weaver: removed unused netIdFields list
2019-01-15 15:55:40 +01:00
vis2k
57b848cc34
SyncVarProcessor.syncVarNetIds converted to Dictionary for easier usage and to avoid the netIdFieldCounters
2019-01-15 15:54:45 +01:00
vis2k
70048fc380
Use actual types instead of var because it's not obvious
2019-01-15 15:44:20 +01:00
vis2k
83e32dfec7
Add comment
2019-01-15 15:41:20 +01:00
vis2k
a5e3ec35c1
ErrorMessage reuses ByteMessage
2019-01-15 15:39:19 +01:00
vis2k
b2fa2eebed
Add ByteMessage
2019-01-15 15:38:30 +01:00
vis2k
2cc91f4b05
Syntax
2019-01-15 15:37:16 +01:00
vis2k
b75d215b2f
Syntax
2019-01-15 15:37:03 +01:00
vis2k
80860c40b7
RemoteCallMessage that is reused by Command/Rpc/SyncEvent messages
2019-01-15 15:36:47 +01:00
vis2k
d94b1a2d89
AddPlayerMessage inherits from BytesMessage
2019-01-15 15:32:42 +01:00
vis2k
3fce3ae675
Syntax
2019-01-15 15:30:27 +01:00
vis2k
93c65dcb78
Telepathy updated to latest version (afbdb31)
2019-01-15 14:24:25 +01:00
vis2k
aedf976d4f
NetworkAnimator moved to components. Replace messages with Cmds/Rpcs ( #294 )
2019-01-15 13:11:36 +01:00
vis2k
853083a132
Forgot to remove TransformMessage
2019-01-15 13:10:29 +01:00
vis2k
ffced61058
NetworkTransform moved into Components folder so it can be weaved. Removed unnecessary messages.
2019-01-15 12:24:29 +01:00
vis2k
0343e829b4
Movement example: speed now based on frame rate
2019-01-15 12:20:50 +01:00
vis2k
8ff2ba74b3
Forgot to enable local player authority in movement example
2019-01-15 12:17:50 +01:00
vis2k
9ecbf40a95
Fix sceneId assignment showing warning for 0 scene objects.
2019-01-15 11:26:23 +01:00
vis2k
60c9cbd99a
Fix sceneId assignment if scene not in build settings
2019-01-15 11:20:37 +01:00
vis2k
5b187fe0df
Asset Store Examples added
2019-01-15 11:17:58 +01:00
Ed
39da48a740
Changed syncInterval value is not saved - fix ( #293 )
...
syncInterval resets back to 0.1f (Value that is set in the NetworkBehaviour class) if changed using the editor. The issue is present when changing both, scene objects as well as prefabs.
2019-01-15 10:07:33 +01:00
vis2k
43baeff444
[SyncVar] GameObjects are now 100% based on their underlying netId field. Fixes #149 ( #292 )
...
* fix
* Test file
* Syntax
* NetworkBehaviour.Set/GetSyncVarNetworkIdentity functions added
* add definitions to weaver
* Use them
* add NetworkIdentity cases everywhere else too
* ProcessInstructionSetter/GetterField replaces for OnDeserialize too, so that [SyncVar]GameObjects/NetworkIdentities work with custom On(De)Serialize as well
* Custom on(De)serialize test
* Weaver.ProcessSiteMethod doesn't ignore OnDeserialize anymore either
* [SyncVar] GameObject/NetworkIdentity hooks work again
* testscene
* public gameobject field test
* pass gameobject field to getsyncvargameobject etc.
* GetSyncVarGameObject/NetworkIdentity always returns the field if server, looks up netId otherwise; functions aren't static anymore.
* Use original OnSerialize generation again, so it simply calls writer.Write(go) on server, which sends the netId internally anyway.
* fixed hooks not using 'this.' because getter function isn't static anymore.
* add scene referencing test
* remove tests
2019-01-14 23:39:29 +01:00
Paul Pacheco
3c0ff33c94
Additive sceneloading sceneid fix ( #175 )
...
* Fix additive scene loading causing duplicate sceneIds by using an offset per scene.
* TEST: moved SpawnableObjects to NetworkIdentity. OnDisable adds it to the dict. SpawnObject removes it.
* Log if we don't find the spawn scene object
* Fix compilation issues
* Make PrepareToSpawnSceneObjects public
2019-01-14 22:00:13 +01:00
Paul Pacheco
1785039601
2018.3 master prefab changes etc. ( #283 )
...
* 2018.3 warning fix. The old way to check if something is a porefab is depricated so needs replacing with new code.
* 2018.3 warning fix. The old way to check if something is a porefab is depricated so needs replacing with new code.
* Bug fix for 2018.3+ where NetworkIdentity GUIDs are set to blank in prefab files and shown as blank in the editor.
* Another 2018.3 warning fix. The old way to check if something is a porefab is depricated so needs replacing with new code.
* Make sure it works in 2017.4
* Change not needed
* Revert "Change not needed"
This reverts commit 13747739df
.
* Mark LLAPI as obsolete
* Don't use obsolete api
* Suppress obsolete LLAPI warning for now
* Remove warning
* Make conditional a little clearer
2019-01-14 11:24:30 +01:00
Hertzole
012e1a1885
Fixed scene reload.
2019-01-13 19:19:47 -06:00
vis2k
266f262665
WeaverLists.replacedFields and replacementProperties merged into replacementSetterProperties dict for easier code and more obvious naming.
2019-01-13 21:21:11 +01:00
vis2k
4fa584e72a
Weaver.ProcessInstructionField renamed to ProcessInstructionSetterField
2019-01-13 21:19:19 +01:00
Paul Pacheco
524c183294
Source based instead of dll ( #277 )
...
* Ignore unity generated files and folders
* Import mirror as source
* Source based does not build dlls anymore
* nuget packages not used in source based
* Produce an archive with the release
* generate archive with Mirror folder to avoid accidents
* Deploy to github releases
* Document new installation procedures
2019-01-13 21:08:54 +01:00