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 )
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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 )
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* 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
c6burns
9d4b96975e
minimum changeset for cecil 0.10.3 ( #795 )
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* added fixes for cecil 0.10.3
* added missing meta
* fix typo'd asmresolver
* accept paul's suggestion, on behalf of c6
Co-Authored-By: rodolphito <rodol@rivalrebels.com>
2019-04-11 19:59:37 +02:00
vis2k
ec5ceb1149
update CompilationFinishedHook comment about cecil bug
2019-04-11 18:52:41 +02:00
Chris Langsenkamp
d46334d2eb
Add meta files for dummies
2019-04-11 11:22:40 -05:00
MrGadget
534a5a5834
Dummy NetworkAnimatorEditor
2019-04-11 07:22:01 -05:00
MrGadget
1dfd2dad6e
Dummy SyncListInitializer.cs
2019-04-11 07:21:44 -05:00
MrGadget
75e4f159e5
fix: Dummy file for SyncListStructProcessor.cs ( #798 )
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Dummy file for SyncListStructProcessor.cs to avoid breaking compilation
2019-04-11 06:55:35 -05:00
MrGadget
b7e94d9e5a
Fixed typo
2019-04-11 07:44:41 -04:00
vis2k
bdbbed8b9d
Remove OwnerMessage to fix a bug where isLocalPlayer isn't reliable when checking it in Start() because OwnerMessage was received after SpawnFinished message ( #793 )
2019-04-11 00:01:31 +02:00
Paul Pacheco
97e9ac2483
perf: Reduce enum bandwidth ( #794 )
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enums are serialized according to their size.
if enum extend byte, they use 1 byte
if enum extend short, they use 2 bytes
if enum extend int, they are varinted
if enum extend long, they are varinted
So on average, most enums will take 1 byte. Previously they always required 4 bytes
2019-04-11 00:01:09 +02:00
Paul Pacheco
f00c8e5e62
refactor: simplify enum logic a bit
2019-04-10 16:21:21 -05:00
Paul Pacheco
7b57830e6c
fix : #791 stack overflow in the weaver ( #792 )
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remove unnecessary manual dispose calls in weaver
2019-04-10 16:58:49 +02:00
vis2k
5c850aa9ca
fix: workaround for #791
2019-04-10 16:03:37 +02:00
MrGadget
531e202bbe
fix: Round Robin Spawning by Hierarchy Order ( #790 )
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Fixes #724
2019-04-10 12:34:14 +02:00
rodolphito
f46f32df55
Hide this obsoleted thing ( #786 )
2019-04-09 23:38:16 +02:00
MrGadget
69cb0389b0
Fixed ListServer example ( #785 )
...
Added EditorBrowsable(EditorBrowsableState.Never)
2019-04-09 22:02:15 +02:00
MrGadget
fd292e21bc
Obsoleted IsHeadless
...
IsHeadless() was just added in Feb. 2019, so I wouldn't expect wide usage so quickly, but since there have been 3 asset store publishes since then, it should be obsoleted for a bit.
Also made it `isHeadless` camelCase now that it's a property, which made obsoleting it possible.
2019-04-09 10:41:59 -05:00
MrGadget
e33581fa90
Simplify IsHeadless ( #782 )
2019-04-09 14:56:21 +02:00
Paul Pacheco
4644bc4b77
fix: Don't set framerate in host mode
2019-04-09 05:50:02 -05:00
vis2k
a2cc14bd20
fix: update NetworkIdentityEditor FindProperty to renamed variables
2019-04-09 11:40:59 +02:00
rodolphito
9d064c8013
These methods arent used, they should be commented along with the other error generator parts. ( #764 )
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* These methods arent used, they should be commented along with the other error generator parts.
* Delete the comment
2019-04-09 10:01:57 +02:00
rodolphito
959be9338a
These should have been obsoleted with Paul's Message<T> PR ( #754 )
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* These should have been obsoleted with Paul's Message<T> PR
* Do what vis says
2019-04-09 10:01:05 +02:00
rodolphito
cc3b4aaa6d
Simplify NetworkIdentity ( #752 )
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* Simplify NetworkIdentity
* style: variable in separate line
Most of the code keeps the variables and attributes in separate lines.
2019-04-09 10:00:39 +02:00
rodolphito
7762158585
This should be readonly ( #778 )
2019-04-09 09:59:57 +02:00
rodolphito
07e355a3a3
Renamed networkBehaviours to networkBehavioursCache to reduce confusion ( #780 )
2019-04-09 09:56:28 +02:00
rodolphito
68433660ca
Make Weaver variable naming consistent ( #781 )
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* Rename netViewTmp
* Rename UBehaviourIsServer
* Better name for IsServer
2019-04-09 09:55:56 +02:00
Rodol Phito
98d6e667b0
Added string binary compat test
2019-04-08 17:04:12 -05:00
Rodol Phito
dc0e07a851
Added string truncation test.
2019-04-08 17:04:12 -05:00
rodolphito
ca96e2a03f
Fix issue 763 by only catching while message decoding, and not during handling. ( #767 )
2019-04-08 15:53:45 +02:00
Paul Pacheco
fff765c96b
perf: use bitshift operations instead of division in varint
2019-04-08 06:18:56 -05:00
rodolphito
f0a8b5dea8
feat(telepathy): Split MaxMessageSize to allow setting a different value for client and server ( #749 )
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* Split MaxMessageSize to allow setting a different value for client and server
* Rename fields to follow naming conventions, use using System;.
2019-04-08 09:53:46 +02:00
rodolphito
e8cae28258
This method isnt actually used anywhere. ( #674 )
2019-04-08 09:52:29 +02:00
vis2k
09a965e5bc
NetworkServer.SpawnObserversForConnection: remove redundant code with local client check. Local client ignores the spawn messages anyway. ( #735 )
2019-04-08 09:50:59 +02:00
rodolphito
7775801625
Follow naming conventions in NetworkBehaviour m_NetIdentity ( #760 )
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* Follow naming conventions in NetworkBehaviour m_NetIdentity
* Use underscore prefix as per vis' suggestion
* renamed to netIdentityCache
2019-04-08 09:42:47 +02:00
rodolphito
1d3b3fcca9
Remove old comment ( #771 )
2019-04-08 09:18:14 +02:00
rodolphito
59a041810f
Add float binary compatibility tests to NetworkWriter, add tolerance threshold to Ray normal test. ( #772 )
2019-04-08 09:15:29 +02:00
Rodol Phito
4f21275a51
Added one more test to ensure theres no initial garbage when setting length
2019-04-07 20:44:58 -05:00
Rodol Phito
09089f166d
Added another clearer SetLength test, just in case.
2019-04-07 20:44:58 -05:00
Rodol Phito
63a14afdec
Test that SetLength and Position work as expected
2019-04-07 20:44:58 -05:00
rodolphito
72e4e55778
fix: Added WriteBytesAndSize tests, and fixed the function to be pedantic. ( #773 )
2019-04-07 20:11:41 -05:00
rodolphito
99c8f5c356
fix(serialization): Added NetworkWriter tests, found and fixed a bug in Write(Ray). ( #769 )
2019-04-07 16:10:17 -05:00
Paul Pacheco
03c767db6a
fix: Mark weaver as failed if serializing invalid type
2019-04-07 15:45:09 -05:00
rodolphito
f310c61405
tests: Add Endianness testing to NetworkWriter. ( #768 )
2019-04-07 15:17:35 -05:00
rodolphito
269c05bbf6
Updated debug messages in NetworkClient ( #761 )
2019-04-07 21:50:07 +02:00
MrGadget
3846e2f904
Fixed Lobby ( #765 )
2019-04-07 21:48:17 +02:00