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
e42ecab505
Update README.md
2021-03-13 12:30:33 +08:00
vis2k
13b4f7d5e7
old Logging files moved into Old folder
2021-03-13 12:22:56 +08:00
vis2k
44ec5f3b1a
breaking: update to Unity 2019.4 LTS now that 2020.3 LTS is out.
2021-03-13 12:19:18 +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
82c34752f5
Update README.md
2021-03-11 12:18:40 +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