Commit Graph

3433 Commits

Author SHA1 Message Date
vis2k
b11cc9c52a NetworkServer: Transport events renamed to be more obvious 2021-05-10 20:07:16 +08:00
vis2k
5b84aee346 Transport: add comments on what is required 2021-05-10 19:47:20 +08:00
MrGadget1024
18dc7cc373 feat: sync scale and interpolation adjustments
- PR #2704 should have been prefixed with "feat" for version bump
2021-05-05 00:25:41 -04:00
JesusLuvsYooh
fa8ef7da49
sync scale and interpolation adjustments (#2704)
* sync scale and interpolation adjustments

* Update NetworkTransformBase.cs
2021-05-03 10:22:39 +08:00
MrGadget
474f278575
fix: Network Authentators: Removed NetworkConnection parameter (#2703)
As was done in other areas, now using `NetworkClient.connection` instead of passing a `conn` parameter around.
- Abstract NetworkAuthenticator now has obsoletes.
- Basic and Timeout Authenticators Updated
- Network Manager Updated
- Script Template Updated
2021-04-30 09:33:17 +08:00
Musab Gültekin
1167e50fed
Typo fix (#2696)
Fix a typo at line 1218 on NetworkManager.cs
2021-04-22 09:17:40 -04:00
MrGadget
29668bdf6a
feat: Prevent Player Prefab from being added to spawnPrefabs (#2678)
* feat: Prevent Player Prefab from being added to spawnPrefabs
This will prevent this unhelpful warning:
`Replacing existing prefab with assetId 'c3ee5d2b-0807-ecb4-f85b-93753624468e'. Old prefab 'Player', New prefab 'Player'`

* added comment

Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-04-22 10:47:23 +08:00
vis2k
9fe19bf8e8 'Spawn scene object not found' error improved 2021-04-19 11:44:03 +08:00
Laur3nt1u
6db8e4a929
SimpleWebTransport fix ssl handshake (#2689)
This fixes the handshake for reverse proxy use
2021-04-14 10:11:56 +08:00
MrGadget
8ef84791be
Moved "removed" files to Empty folders (#2692)
Moved "removed" files to Empty folders in same folder as original to preserve meta references.
In one case the entire Logging folder was moved.
In all cases I stayed within the coverage of AsmDef's that they were previously.
2021-04-14 10:10:30 +08:00
vis2k
3e555c92ba breaking: MessagePacking GetId<T> return value changed to ushort because that's what it always is. type safety matters. 2021-04-06 18:57:55 +08:00
MrGadget1024
6c5934f731 fix: Added ServerAuthFailed bool to Basic Authenticator
Fixes #2621
2021-04-06 00:02:51 -04:00
MrGadget1024
5fee51ada0 doc: Updated docs urls 2021-04-01 06:23:32 -04:00
vis2k
93ee04723a version define 2021-03-28 10:03:55 +08:00
MrGadget
621153c95e
feat: Call ConfigureServerFrameRate For Headless Clients (#2660)
* feat: Call ConfigureServerFrameRate for headless clients

* code order consistancy

Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-27 18:53:18 +08:00
MrGadget
008dbbcf9c
fix: Prevent client shutdown from running twice (#2666)
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-27 18:52:27 +08:00
vis2k
2ec53df4a9 syntax 2021-03-27 12:06:14 +08:00
vis2k
3a9d954404 fix: #2579 - Weaver skips already weaved assemblies when restarting Unity. fixes a bug where GeneratedNetworkCode class would exist twice, while the newer one was missing some writers 2021-03-27 11:49:12 +08:00
vis2k
afc4f584fc syntax 2021-03-27 11:30:52 +08:00
vis2k
a4eb0c4d77 Weaver: CreateGeneratedCodeClass helper function and some restructuring so it's not hidden in WeaverList constructor 2021-03-27 11:09:52 +08:00
vis2k
e356e4f9c8 Weaver: GeneratedNetworkCode name as const 2021-03-27 11:05:01 +08:00
vis2k
42065c1699 add comment 2021-03-27 11:05:01 +08:00
MrGadget1024
38250ebb59 Added tooltip to SyncMode for inspector 2021-03-26 13:07:46 -04:00
vis2k
95a7f830c3 add log for debugging if needed 2021-03-26 19:34:37 +08:00
vis2k
98109c0ed3 add comments 2021-03-26 11:32:40 +08:00
vis2k
b1754c8748 Weaver.ReaderWriterProcessor.InitialzieReaderAndWriters: eli5 2021-03-26 11:31:41 +08:00
vis2k
417642475a fix: #2579 "No writer found" error when running Mirror tests in Unity 2020.3 Editor. fixes the first bug in editor, but maybe not the runtime bug? or maybe it does. 2021-03-26 11:17:56 +08:00
vis2k
b7c63c3067 fix: #2517 - NetworkManager.UpdateScene wraps FinishLoadScene in try/catch to guarantee loadingSceneAsync being cleared no matter what. fixes a bug where if FinishLoadScene throws then loadingSceneAsync is never cleared and the code runs every update 2021-03-21 23:54:13 +08:00
vis2k
57ae5372ba NetworkManager.UpdateScene made non static. it wasn't obvious why this would be static, and it's called from nonstatic Update() anyway. makes it cleaner. 2021-03-21 12:33:06 +08:00
vis2k
b422ccb29e NetworkManager.FinishLoadScene made protected so inheritors can still use it, but users don't need to worry about it (not in the public API) 2021-03-21 12:31:41 +08:00
MrGadget1024
fedc2884ce Revert "Replaced Proximity Checker with Distance Interest Mgmt"
This reverts commit 5c7bfa4834.
2021-03-21 00:24:19 -04:00
MrGadget1024
5c7bfa4834 Replaced Proximity Checker with Distance Interest Mgmt 2021-03-20 22:51:00 -04:00
MrGadget
0c903dabc6
Updated examples to not sync scale (#2661)
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-21 10:05:07 +08:00
MrGadget
cd6a4805d7
breaking: Compiler symbols culled to Mirror 17 and later. (#2659)
* breaking: Compiler symbols culled to Mirror 17 and later.

* added missing quote

Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-21 10:04:45 +08:00
MrGadget1024
95f55e652f doc: Added DDOL note to NetworkBehaviour template 2021-03-20 19:26:35 -04:00
MrGadget1024
1f22066f9b fix: MultipleAdditiveScenes disabled Server Batching
This can be enabled again when batching is fixed.
See https://github.com/vis2k/Mirror/issues/2651
2021-03-19 22:46:55 -04:00
MrGadget1024
9190dcfb7e NetworkManager: Make FinishLoadScene public
FinishLoadScene needs to be accessible from override of LateUpdate
2021-03-19 09:22:51 -04:00
MrGadget1024
1335b40d11 NetworkManager: move clientSceneOperation caching up 2021-03-19 09:07:12 -04:00
JesusLuvsYooh
6b9b7ce5af
Added new syncScale boolean to NT Test writer. (#2657) 2021-03-18 16:47:01 -04:00
JesusLuvsYooh
68ae40818b
NetworkTransformBase sync scale boolean. (#2655)
* NetworkTransformBase syncScale boolean

https://github.com/vis2k/Mirror/pull/2646

* NT - Command for client to server - Unreliable
2021-03-18 16:39:14 +08:00
vis2k
09bf1c5bf0 fix: NetworkLoop inserts a fresh PlayerLoopSystem instead of resizing and overwriting partially. fixes undefined behaviour where the previous nativeLoop IntPtrs weren't cleared, possibly still updating a native loop accidentally. See also #2652 2021-03-18 12:59:00 +08:00
MrGadget1024
1defc926dc Basic Example: Moved playersList to Player class 2021-03-17 21:56:13 -04:00
MrGadget1024
f70946a362 fix: Fixed field lable not shown for SyncVars 2021-03-16 14:40:55 -04:00
vis2k
c957500710 customizable noise 2021-03-16 16:30:27 +08:00
vis2k
e9081c468c LatencySimulation: perlin noise spikes 2021-03-16 16:12:04 +08:00
vis2k
d8fb7cda63 range slider 2021-03-16 15:32:04 +08:00
vis2k
83f8593caa LatencySimulation: spike latency via multiplier 2021-03-16 15:29:20 +08:00
vis2k
1281f72ac2 LatencySimulation: SimulateLatency helper function 2021-03-16 15:26:42 +08:00
vis2k
de076348c0 syntax 2021-03-16 15:24:52 +08:00
vis2k
58560166ca Latency Simulation: add latency when adding to queue 2021-03-16 15:24:23 +08:00
vis2k
28be3a814c syntax 2021-03-16 15:19:37 +08:00
vis2k
1938597a7b LatencySimulation: scramble changed to a probability 2021-03-16 13:40:04 +08:00
vis2k
c5322ac5d5
remove performance test framework to fix CI (#2648) 2021-03-16 12:40:26 +08:00
MrGadget
53dad15e04 Shorten Channel Enums (#2644)
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-16 12:08:28 +08:00
ThatDan123
254a0b929d Added what size the rejected packet was (#2645) 2021-03-16 12:08:23 +08:00
MrGadget1024
386a26c5b7 GUIConsole in Mirror namespace, formatting 2021-03-16 12:08:18 +08:00
vis2k
0713db8338 add comment 2021-03-15 19:26:18 +08:00
vis2k
0c39279239 obsolete Utils.Version 2021-03-15 19:21:24 +08:00
vis2k
257dd2a775 cleanup 2021-03-15 19:18:02 +08:00
vis2k
a5ab683917 cleanup 2021-03-15 19:18:02 +08:00
JesusLuvsYooh
ce62184a86
interpolateScale On NT (#2639)
interpolateScale On NT
2021-03-15 18:01:55 +08:00
vis2k
c4e4bf3148 LatencySimulation: add latency spikes 2021-03-15 13:43:15 +08:00
vis2k
f3997b6030 syntax 2021-03-15 13:38:40 +08:00
vis2k
7de5c18986 fix: LatencySimulation now sends all messages that are ready to be sent. previously a scrambled message being inserted randomly could delay the ones behind it in the list 2021-03-15 13:21:34 +08:00
vis2k
7c7fa74572 add comment 2021-03-15 13:16:12 +08:00
vis2k
2f2ffb9f36
feature: Latency Simulation (#2640)
* wrap around a transport

* loss

* unreliable client to server latency

* reliable client to server latency

* unreliable/reliable server to client latency

* add comment

* list to prepare for scramble

* unreliable scramble

* rename to LatencySimulation

* help url

* doc: updated comment

* fix: MultipleAdditiveScenes AddPlayer timing

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

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

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

Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>

* remove old comments

* SimuateSend helper function as per suggestion

Co-authored-by: MrGadget1024 <chris@clevertech.net>
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
2021-03-15 10:12:54 +08:00
MrGadget1024
86c8e1bb24 fix: MultipleAdditiveScenes AddPlayer timing 2021-03-14 17:06:05 -04:00
MrGadget1024
6384d1c244 doc: updated comment 2021-03-14 15:10:13 -04:00
vis2k
78b6cfbde7 feat: NetworkTransform.compressRotation option. disabled by default to not break 2D projects. 2021-03-14 14:53:23 +08:00
vis2k
19017dfb41 fix: NetworkTransform compression disabled for now to fix tiny 'wobbly' 2D sprite rotations. NetworkTransform will be remade anyway. make it work, then make it fast. 2021-03-14 14:41:10 +08:00
vis2k
7428941c93 CompressionTests: test 90 degree euler angle 2021-03-14 14:14:43 +08:00
MrGadget1024
383a0279c0 fix: Updated Authenticator Template for NetworkClient.connection 2021-03-13 15:57:30 -05:00
vis2k
c3c95d22ca Utils.IsPrefab: remove <2018.3 support 2021-03-13 20:00:12 +08:00
vis2k
df2330239f add TODO 2021-03-13 19:53:51 +08:00
vis2k
b9027737c8 add TODO 2021-03-13 19:47:35 +08:00
vis2k
23722ce828 add comment 2021-03-13 19:42:49 +08:00
vis2k
b258a27c09 add comment 2021-03-13 19:42:20 +08:00
vis2k
f19385d565 add TODO 2021-03-13 19:40:18 +08:00
vis2k
461ce519ff obsolete redundant NetworkClient.RegisterHandler version with NetworkConnection 2021-03-13 19:35:49 +08:00
vis2k
e0d023828f add TODOs 2021-03-13 19:30:46 +08:00
vis2k
5cb86830f1 BasicAuthenticator.OnAuthResponseMessage: remove unnecessary NetworkConnection parameter to remove last dependency on RegisterHandler version with NetworkConnection 2021-03-13 19:30:16 +08:00
vis2k
ecf15f5070 NetworkManager: OnClientSceneInternal uses RegisterHandler version without NetworkConnection parameter to prepare for removal 2021-03-13 19:25:29 +08:00
vis2k
8e0ef05c64 NetworkManager: OnClientNotReadyMessageInternal uses RegisterHandler version without NetworkConnection parameter to prepare for removal 2021-03-13 19:24:45 +08:00
vis2k
5bf7be143c NetworkClient.OnConnected/DisconnectEvent: remove redundant NetworkConnection parameter. It's always NetworkClient.connection anyway. 2021-03-13 19:22:57 +08:00
vis2k
f38d29b61c MultipleMatches example: CanvasController uses RegisterHandler version without NetworkConnection parameter to prepare for removal 2021-03-13 19:17:59 +08:00
vis2k
3cfee7dd14 add TODO 2021-03-13 19:13:53 +08:00
vis2k
21e0d6c8e0 NetworkClient.RegisterSystemHandlers: use the variant without NetworkConnection parameter so we can remove the other one later 2021-03-13 19:12:08 +08:00
vis2k
251d3cd392 NetworkClient.ClearLocalPlayer removed. clear it directly instead. 2021-03-13 18:36:52 +08:00
vis2k
9cf4207819 fix: #2635 - Reset also checks if local player before clearing it (see previous commit) 2021-03-13 18:36:29 +08:00
vis2k
457b21d907 fix: #2635 NetworkIdentity.OnDestroy only clears NetworkClient.localPlayer if WE are STILL the local player.
fixes data race in rooms scene (explanation see comments)
2021-03-13 18:29:20 +08:00
vis2k
2cd4403429 add TODO 2021-03-13 13:59:19 +08:00
vis2k
be229f27d8 add TODO 2021-03-13 13:58:39 +08:00
vis2k
251000436f syntax 2021-03-13 13:54:04 +08:00
vis2k
e5f6d25ae3 syntax 2021-03-13 13:53:27 +08:00
vis2k
01d1630b7f syntax 2021-03-13 13:52:44 +08:00
vis2k
a643cf7045 syntax 2021-03-13 13:52:32 +08:00
vis2k
89df32563b syntax 2021-03-13 13:52:14 +08:00
vis2k
b2892e7e1a add TODO 2021-03-13 13:51:20 +08:00
vis2k
0949c9d875 NetworkClient.HandleClientDisconnect removed. set .ready=false directly instead. way easier to understand. 2021-03-13 13:48:29 +08:00
vis2k
d7ee25e589 NetworkClient.HandleClientDisconnect: remove unnecessary connection parameter. it wasn't even used. 2021-03-13 13:44:34 +08:00
vis2k
4a47b1c7d2 NetworkClient.Ready: easier syntax 2021-03-13 13:34:58 +08:00
vis2k
f38af96202
NetworkClient.Ready: remove unnecessary NetworkConnection parameter (#2634) 2021-03-13 13:33:02 +08:00
vis2k
4daf0e439f add TODOs 2021-03-13 13:17:17 +08:00
vis2k
5e7c873af9 comment formatting 2021-03-13 13:15:00 +08:00
vis2k
a5224ecd10 syntax 2021-03-13 13:11:13 +08:00
vis2k
4ce55f585c NetworkClient.Ready: improve error message 2021-03-13 13:10:39 +08:00
vis2k
10aca712c2 add TODO 2021-03-13 13:08:20 +08:00
vis2k
a2dc9e6283 add TODO 2021-03-13 13:07:15 +08:00
vis2k
87c2f982cd NetworkClient.AddPlayer: remove unnecessary ready line. we don't even get there if we aren't already ready. 2021-03-13 13:04:24 +08:00
vis2k
d118de81db NetworkClient.AddPlayer: check if ready again. UNET checked if it has a readyConnection before too. 2021-03-13 13:01:21 +08:00
vis2k
c3f27f0fa1 NetworkClient.AddPlayer: simplify syntax, add TODO 2021-03-13 12:53:36 +08:00
vis2k
dc181ffe08 NetworkClient.AddPlayer: remove unnecessary NetworkConnection parameter 2021-03-13 12:44:54 +08:00
vis2k
0d5df4842f obsolete NetworkClient.readyConnection redundant state 2021-03-13 12:36:54 +08:00
vis2k
dd5c137c7b Tests: remove last dependencies on .readyConnection 2021-03-13 12:35:45 +08:00
vis2k
13b4f7d5e7 old Logging files moved into Old folder 2021-03-13 12:22:56 +08:00
MrGadget1024
c7c43da3ad fix: NetworkLoop compiler definition wrong version 2021-03-12 09:04:44 -05:00
vis2k
c39a35077e SendCommandInternal: use NetworkClient.connection instead of NetworkClient.readyConnection to remove dependency on .readyConnection 2021-03-12 16:37:36 +08:00
vis2k
cf08822f00 test for #2629 [Command(requiresAuthority=false)] to make sure it never happens again 2021-03-12 15:32:10 +08:00
vis2k
9d38188d6e fix: NetworkClient.Ready(): set .connection to connection parameter like UNET did.
this was changed in 89cdec3075 because it's unnecessary.
but NetworkBehaviourTests.SendCommandInternal depends on it.
so let's keep feature parity for now.
2021-03-12 15:26:56 +08:00
vis2k
67d24ee2ca forgot to revert test too 2021-03-12 15:07:47 +08:00
vis2k
c749c84ee4 forgot to fix log 2021-03-12 15:06:03 +08:00
vis2k
73cd1ac72a fix: #2629 - Revert "NetworkBehaviour.SendCommandInternal: use connectionToServer instead of NetworkClient.readyConnection. reduces dependencies on NetworkClient.readyConnection (which is redundant) and reduces static states. (#2620)"
This reverts commit 64f247fb32.
=> also adding a comment for next time
2021-03-12 14:54:09 +08:00
vis2k
413291a857 add TODO 2021-03-12 14:28:02 +08:00
MrGadget1024
5d00885564 perf: NetworkTransform - Removed redundant .transform 2021-03-11 08:49:24 -05:00
vis2k
2d004609c4 add comment 2021-03-11 14:23:18 +08:00
Coyote-A
038a1e3fd2
fix: networkloop breaks other libraries that use playerloop (#2627)
* use GetCurentPlayerLoop in unity 2019.3 or newer

* Update NetworkLoop.cs

Co-authored-by: vis2k <info@noobtuts.com>
2021-03-11 14:15:03 +08:00
vis2k
48a55ab487 remove old comment 2021-03-11 11:27:37 +08:00
vis2k
0992d71fe3 NetworkClient.CheckForLocalPlayer: remove dependency on readyConnection 2021-03-11 11:25:25 +08:00
MrGadget1024
540af6a9d5 fix: fix broken summary comments 2021-03-10 22:22:20 -05:00
vis2k
4c7a5d64a5 NetworkClient.AddPlayer: remove dependency on .readyConnection. the code has a '!ready' check before. so by definition, .readyConnection == .connection here. 2021-03-11 11:14:21 +08:00
vis2k
d299d607eb NetworkClient.InternalAddPlayer: remove dependency on readyConnection 2021-03-11 11:09:54 +08:00
vis2k
9ee2bc5893 NetworkClient.HandleClientDisconnect: remove unnecessary readyConnection comparison 2021-03-11 11:09:54 +08:00
MrGadget
1042a39d85
fix: Added PersistNetworkManagerToOfflineScene (#2625)
* Added PersistNetworkManagerToOfflineScene
- Fixes #2624

* Added pragma suppression

* Fixed bool check

* More comments

Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-03-10 22:08:29 -05:00
vis2k
171b674a0f comment 2021-03-11 10:48:20 +08:00
vis2k
89cdec3075 NetworkClient.readyConnection state removed. points to .connection if .ready instead. 2021-03-11 10:36:11 +08:00
vis2k
5a1a67298b update comment 2021-03-11 10:21:29 +08:00
vis2k
816c8885de wat 2021-03-11 10:19:51 +08:00
vis2k
c5d1af2287 fix tests that started failing after isLocalPlayer fixes commit (a6f6f80f65) because it assumed ApplySpawPayload would set isLocalPlayer=true. but now it's only set true in OnStartLocalPlayer, which is only called in ApplySpawnPayload if spawnFinished is true. which it isn't. so we set it manually instead. 2021-03-11 00:09:16 +08:00
vis2k
accf843283 fix: NetworkIdentity.Reset resets isLocalPlayer AFTER the isLocalPlayer ClearLocalPlayer check. fixes a runtime UnSpawn test. 2021-03-10 23:45:29 +08:00
vis2k
a23c01aa24 add OnStartLocalPlayer comment from paul 2021-03-10 23:28:11 +08:00
vis2k
956bfff3ad wat 2021-03-10 21:08:40 +08:00
vis2k
be2369f4a1 forgot one 2021-03-10 20:58:35 +08:00
vis2k
388b6bab71 NetworkAnimator: replace UNET's magic readyConnection check with isClient. this was from UNET and there was no comment, so nobody knew why it was used instead of isClient. 2021-03-10 20:55:21 +08:00
vis2k
97615b9491 syntax 2021-03-10 20:54:24 +08:00
vis2k
64f247fb32
NetworkBehaviour.SendCommandInternal: use connectionToServer instead of NetworkClient.readyConnection. reduces dependencies on NetworkClient.readyConnection (which is redundant) and reduces static states. (#2620) 2021-03-10 19:46:31 +08:00
vis2k
abbe34501d add TODOs 2021-03-10 19:31:54 +08:00
vis2k
a58cd37a36 [Command] tests: set up NetworkIdentity connectionToServer everywhere too, not just to client. prepares for making SendCommandInternal use connectionToServer instead of NetworkClient.readyConnection. 2021-03-10 19:04:08 +08:00
vis2k
b3c25d1094 add TODO 2021-03-10 18:46:41 +08:00
Coyote-A
29590401bc
add missing virtual update methods in MultiplexTransport (#2618) 2021-03-10 17:34:25 +08:00
vis2k
f239ee678a cleanup 2021-03-10 17:25:53 +08:00
vis2k
15d595fe41 SyncObject cleanup 2021-03-10 17:25:26 +08:00
vis2k
debcb400fe syntax 2021-03-10 17:23:29 +08:00
vis2k
ba9b9ec85b RemoteCallHelper cleanup 2021-03-10 17:22:57 +08:00
vis2k
0b9539b8de NetworkWriterPool cleanup 2021-03-10 17:20:37 +08:00
vis2k
055ff8dae4 NetworkWriter cleanup 2021-03-10 17:19:12 +08:00
vis2k
5dd37b5c09 cleanup 2021-03-10 16:31:13 +08:00
vis2k
459d5e203e NetworkTime: add TODOs 2021-03-10 16:31:13 +08:00
vis2k
b596294917 NetworkTime.rttSd was renamed to rttStandardDeviation 2021-03-10 16:31:13 +08:00
vis2k
46f4079856 NetworkTime.rttVar was renamed to rttVariance 2021-03-10 16:31:13 +08:00
vis2k
8a7fd39cf0 NetworkTime.timeSd was renamed to timeStandardDeviation 2021-03-10 16:31:13 +08:00
vis2k
b8b72d4482 NetworkTime.timeVar renamed to timeVariance to not confuse it with 'timeVariable' etc. 2021-03-10 16:31:13 +08:00
vis2k
fef1184404 NetworkTime cleanup 2021-03-10 16:18:11 +08:00
vis2k
a079f2a412 typo 2021-03-10 16:10:04 +08:00
vis2k
6ad3b5a6b7 previous syntax 2021-03-10 16:09:50 +08:00
vis2k
efc303ceb8 NetworkStartPosition cleanup 2021-03-10 16:09:14 +08:00
vis2k
5a6db1e4b7 NetworkReaderPool cleanup 2021-03-10 16:00:48 +08:00
vis2k
1358ab643f cleanup 2021-03-10 15:57:39 +08:00
vis2k
b2d9279e76 NetworkReader cleanup 2021-03-10 15:53:13 +08:00
vis2k
f7c6d09b44 empty files moved into Empty folder 2021-03-09 19:20:10 +08:00
vis2k
078a0c4aec NetworkManager comments cleaned up 2021-03-09 19:07:21 +08:00
vis2k
4962cee248 feat: NetworkManager.OnServerAddPlayer instantiates with name "Player [connId=42]" instead of "Player (clone)" for easier debugging 2021-03-09 18:58:20 +08:00
vis2k
fc92a28715 cleanup 2021-03-09 18:56:27 +08:00
vis2k
5e2f3c239f syntax 2021-03-09 18:54:00 +08:00
vis2k
46c9bddb6c cleanup 2021-03-09 18:53:24 +08:00
vis2k
64b436445f cleanup 2021-03-09 18:49:58 +08:00
vis2k
a4e237d307 cleanup 2021-03-09 18:41:42 +08:00
vis2k
9f68d269cc NetworkManagerHUD doesn't need xml comments except one 2021-03-09 18:25:35 +08:00
vis2k
ea141c30d6 syntax 2021-03-09 18:24:28 +08:00
vis2k
1f550b8289 cleanup 2021-03-09 18:22:36 +08:00
vis2k
22384458bd cleanup 2021-03-09 18:07:29 +08:00
vis2k
013a748da6 cleanup 2021-03-09 18:03:16 +08:00
vis2k
6926bad7d6 cleanup 2021-03-09 17:55:19 +08:00
vis2k
25e9904fa8 add TODO 2021-03-09 17:54:43 +08:00
vis2k
0291d0a402 cleanup 2021-03-09 17:53:46 +08:00
vis2k
e79dd1e443 cleanup 2021-03-09 17:52:41 +08:00
vis2k
f02c163232 add comment about static state 2021-03-09 17:48:15 +08:00
vis2k
71e7393278 syntax 2021-03-09 16:17:07 +08:00
vis2k
fe3e365c7d cleanu 2021-03-09 16:16:55 +08:00
vis2k
7ae1496b88 update url 2021-03-09 16:16:08 +08:00
vis2k
294fd46146 syntax 2021-03-09 16:12:40 +08:00
vis2k
94707b2554 add TODO 2021-03-09 16:07:55 +08:00
vis2k
2cf41cf835 syntax 2021-03-09 15:53:20 +08:00
vis2k
c4d217af2f syntax 2021-03-09 15:50:27 +08:00
vis2k
b0ccb28f18 add comment 2021-03-09 15:50:22 +08:00
vis2k
c47a6b0085 NetworkIdentity.ThisIsASceneObjectWithPrefabParent moved to Utils 2021-03-09 15:47:46 +08:00
vis2k
04b3e34593 syntax 2021-03-09 15:40:33 +08:00
vis2k
6b9acacaf0 cleanup 2021-03-09 15:40:12 +08:00
vis2k
dd2b4f8736 syntax 2021-03-09 15:38:01 +08:00
vis2k
7d3666a121 syntax 2021-03-09 15:37:41 +08:00
vis2k
ad40b260d1 syntax 2021-03-09 15:35:02 +08:00