Commit Graph

5716 Commits

Author SHA1 Message Date
Robin Rolf
0c5eba7aaa
fix: NetworkTime creates it's own frame time in 2019 (#3624)
Since we don't have double time there yet and the stopwatch will change during the frame which causes jitter and other artifacts
supersedes #3623
See also #2838
2023-10-08 21:21:52 +02:00
mischa
c312b6ba76 feature: ConnectionQuality details 2023-10-06 13:05:49 +02:00
mischa
52e36977fe
feature: Edgegap Relay from https://github.com/edgegap/distributed-relay-examples 2023-10-05 20:23:04 +02:00
JesusLuvsYooh
04af0fc709
Updated server build tooltip on NM (#3622) 2023-10-05 11:02:13 +02:00
Robin Rolf
8a0f6b1329
feat: NetworkManager Populate Spawnable Prefabs button (#3608)
* feat: Button to add all NI's to NetworkManager

* Undo.RecordObject instead of EditorUtility.SetDirty

* Button rename

* Don't clear list, only add

* ignore Mirror/Examples too

* fix: Undo.RecordObject needs to be called before modifying

* fix: individual entries weren't saved

* sort alphabetically to improve UX

* adjust caption

---------

Co-authored-by: mischa <info@noobtuts.com>
2023-09-30 10:04:11 +02:00
Justin Nolan
24d0ebece9
fix: improve NetworkMessage ID Hashing to minimize collisions (#3618)
* Improve network message ids

-Replaced the string stable hash function with an fnv1a hash which is a more uniform hash function
-Instead of casting the 32bit hash to 16bit which cuts off data we fold it in its self using xor to improve the 16bit hash

* Fix test

* Update Extensions.cs

---------

Co-authored-by: mischa <16416509+miwarnec@users.noreply.github.com>
2023-09-29 11:16:19 +02:00
mischa
3fff51d4a1 comment 2023-09-18 14:44:08 +02:00
mischa
046e825156 predictedTime: comments 2023-09-18 14:42:19 +02:00
mischa
3d4f54c8dd fix: Billiards & BilliardsPredicted Rigidbodies now freeze Y position to avoid flying off or over the table 2023-09-18 13:10:24 +02:00
mischa
e3ed9aca2d fix failing tests 2023-09-18 10:25:40 +02:00
mischa
c903298513
NetworkServer.Destroy: add warning if called on client without server/host to make this more obvious, instead of destroying something locally that doesn't persist on the server (#3604) 2023-09-17 11:01:07 +02:00
mischa
c49d188e8b
feature: NetworkManager.exceptionsCauseDisconnect option (#3605)
* NetworkManager flag

* NetworkMessages handle

* NetworkClient setting

* NetworkSErver setting

* NetworkManager applies it

* this too

* shorter

* bette wording (imer)

* security by default
2023-09-17 10:58:39 +02:00
mischa
94f5a924ff
feature: NetworkTime.predictedTime to prepare for Prediction (#3599)
* feature: NetworkTime.predictedTime to prepare for prediction

* disable log

* NetworkTime.predictedTime simplified: client timeline based on Time.time to fix first 5s being way ahead, history being too old, etc.
2023-09-14 11:30:33 +02:00
mischa
613f84b494 fix: Billiards / BilliardsPredicted ball Rigidbody CollisionMode changed from Continous to ContinousDynamic to fix white flying through red when applying large forces 2023-09-14 11:30:06 +02:00
JesusLuvsYooh
7b49b7d09d
A drag and drop Canvas UI HUD for NetworkManager (#3602)
Scales
Contains features of older OnGUI HUD
Credits to Ninja
2023-09-14 10:02:49 +02:00
mischa
0fce9bcdfb fix: #3595 attempting to sync a Transform that isn't networked will now show a more obvious warning 2023-09-09 12:54:17 +02:00
JesusLuvsYooh
06f1ee09a0
feature: New Example - Character Selection and customisation. (#3593)
* Draft 1

Scene set up, podium and medic character added, minor ui and idle animation.

* Draft 2

3 characters, medic, assault, heavy.
Canvas linked up, along with character data.

* Draft 3

Map scene
Static variables, save data
Custom network manager

* Draft 4

Character pivots rotated.
Animation changes child, not parent position.
Spawn positions added.
Cheat protection for player prefab number added.

* Draft 5

Adding in customisations ontop of separate prefabs.
Player camera.

* Draft 6, part 1 complete.

Finished Player name, player colours.
Part 1 complete
Needs tidying up and code comments.

* Draft 7, checkpoint before next step.

* Draft 8 - Pre-selection and in-game character selection finished?

Pre-selection and in-game selection finished?

* Draft 9

* Draft 10 - CharacterSelection Example

* Draft 11

* Draft 12

* Draft 13
2023-09-07 21:57:22 +02:00
JesusLuvsYooh
796b0711f0
Update CouchPlayerManager.cs (#3592)
Moved some code from Awake to OnStartAuthority to prevent a reference from getting overridden.
Fixes Server/Host from not being able to add its own new local players, if remote players have maxed themselves out.
2023-09-07 10:07:37 +02:00
mischa
fcbf841d84 Billiards Demos: change trail debug line color and time 2023-09-07 09:26:51 +02:00
mischa
d9ef6d855c GUIConsole: don't show in Unity Editor, we already have the Console window there (but keep it as option) 2023-09-06 18:39:38 +02:00
mischa
357e798e25 fix: Unity 2019/2020 compilation failing because ConcurrentQueue<T>.Clear was missing 2023-09-05 09:21:08 +02:00
mischa
55daefab2a grammar fix 2023-09-05 09:17:10 +02:00
mischa
ae496ef0ee NetworkTransformBase: virtual SetPosition/Rotation/Scale for users to overwrite if needed 2023-09-01 15:59:10 +02:00
mischa
02db1b03d5 NetworkTransformBase: virtual GetPosition/Rotation/Scale for users to overwrite if needed 2023-09-01 15:51:18 +02:00
mischa
966c4f2bdd BilliardsPredicted: Player/ folder for PlayerPredicted prefab 2023-09-01 11:54:37 +02:00
mischa
3be960692c BilliardsPredicted: show FPS at runtime 2023-09-01 11:18:28 +02:00
mischa
9aba125566 BilliardsPredicted: fix prefab script references 2023-08-31 11:08:16 +02:00
mischa
34d3777bc3 BilliardsPredicted: script naming 2023-08-31 11:06:36 +02:00
mischa
ff56210a36
feature: Threaded Transport & Threaded KCP (#3582)
* Tools: ThreadLog for thread safe logging in Unity builds

* events

* move folder

* WorkerThread & tests

* ConcurrentPool & Tests

* ConcurrentNetworkWriterPool & Tests

* ThreadedTransport empty

* syntax

* server part

* client part

* separate queues and updates

* separate events for strong typing

* virtual awake

* fix & support uri

* threaded early/late

* threaded kcp!

* private

* simplify

* use threaded callbacks

* active flags

* enabledcopy

* fix ids

* fix onsend

* fix disco param

* fix segment copy

* fix

* comment

* deadlock prevention
2023-08-29 12:57:55 +02:00
JesusLuvsYooh
4405082d4b
Example: Couch Co-Op (#3589) 2023-08-25 14:15:49 +08:00
mischa
9a4e317874 Examples: BilliardsPredicted. copy of Billiards demo, to apply prediction features onto in the future. 2023-08-17 22:11:41 +02:00
mischa
b7fad3e672 Billiards Demo: create prefab from table in hierarchy 2023-08-16 18:36:44 +02:00
mischa
5fba72dc3c Billiards Demo: apply red changes to prefab 2023-08-16 18:36:07 +02:00
mischa
d8bb5ec15e Billiards Demo: move indicator into white ball prefab for ease of use 2023-08-16 18:33:15 +02:00
mischa
b0b6d351b9 Billiards Demo: fix materials 2023-08-16 18:30:09 +02:00
mischa
463028260f Billiards demo: update namespace 2023-08-16 18:02:09 +02:00
mischa
50e6d5f890
feature: Multiplayer Billiards demo (#3583) 2023-08-13 09:54:21 +02:00
mischa
db241bb413 breaking: NetworkReader/Writer Read/WriteBytesAndSizeSegment renamed to Read/WriteArraySegmentAndSize for clarity. 2023-08-12 19:13:15 +04:00
mischa
e799b08303 syntax 2023-08-12 19:08:15 +04:00
mischa
4d7c5b6e41 Reader/Writer: sort WriteBytes(AndSize) functions 2023-08-12 19:05:20 +04:00
mischa
f05df29639 NetworkIdentity: don't need to show assetId in Inspector 2023-08-12 18:59:24 +04:00
mischa
2a29f6e686 NetworkManager: improve warning about player prefab in spawnable prefabs list 2023-08-11 22:16:13 +04:00
mischa
684a61c964 script icons 2023-08-10 18:07:37 +04:00
mischa
2e1e3bfd9c assign missing icon 2023-08-08 16:40:59 +08:00
mischa
6de9448c4a small cleanups 2023-08-08 16:34:24 +08:00
mischa
877b249add MIRROR_81_OR_NEWER 2023-08-08 16:32:59 +08:00
JesusLuvsYooh
10badbe21c
Adjusted UI scaling in new TanksCoop example. (#3579) 2023-08-06 10:15:42 +08:00
mischa
2365d301e1 SimpleWeb: minimize logging hot path allocations 2023-08-05 13:47:42 +08:00
mischa
d7757e95f2
perf: VarInt compression performance improvements (#3578)
* perf: VarInt compression performance improved by writing multiple bytes at once

* merge byte shifting

* this too
2023-08-05 07:13:16 +02:00
mischa
cd390bfce1 VarInt: tests now cover accidentally duplicating bytes 2023-08-04 19:47:12 +08:00