Commit Graph

5942 Commits

Author SHA1 Message Date
vis2k
ac58ca4fd5 syntax 2021-08-07 13:11:27 +08:00
vis2k
8aeeb4daa2 syntax 2021-08-07 13:10:54 +08:00
vis2k
48b430c0ae simplify test 2021-08-07 13:09:54 +08:00
vis2k
80dbbc9697 simplify tests 2021-08-07 13:07:39 +08:00
vis2k
13d9f3ae51 syntax 2021-08-07 13:05:49 +08:00
vis2k
765de95607 cleanup 2021-08-07 13:01:42 +08:00
vis2k
a4be521a87 syntax 2021-08-07 13:00:35 +08:00
vis2k
c47004bdc5 syntax 2021-08-07 13:00:00 +08:00
vis2k
3c5560d0ac remove unused 2021-08-07 12:59:09 +08:00
vis2k
1b6ab9d7c0 syntax 2021-08-07 12:57:52 +08:00
vis2k
a34b974580 syntax 2021-08-07 12:55:49 +08:00
vis2k
3bb95aa528 remove unnecessary tests 2021-08-07 12:55:05 +08:00
MrGadget
7312d20a67
Simplify NetworkManager.isNetworkActive (#2843)
* fix: Obsolete NetworkManager.isNetworkActive
Use NetworkServer.active and/or NetworkClient.active instead.
Fixes #2842

* Cleaned up after conflicts

* Moved invocation of OnDisconnectedEvent handler to before setting of connectState

* Now without obsolete

* Commented Debug lines

* Uncommented another debug line

* Removed conflicted code

* removed debug line

* fixed debug msg

* reverted changes to debug lines

* moved change to separate PR
2021-08-07 12:09:04 +08:00
MrGadget
95de1a3aae
fix: Raise OnDisconnectedEvent before changing ConnectState (#2870) 2021-08-07 12:08:28 +08:00
MrGadget1024
8c6daf318f commented noisy debug 2021-08-06 11:23:51 -04:00
MrGadget1024
a662a52430 commented noisy debug 2021-08-06 11:21:42 -04:00
MrGadget1024
70ddb2f41d commented noisy debugs 2021-08-06 11:14:00 -04:00
MrGadget1024
9a1eb763b5 Added base method call to NetworkManagerOnServerDisconnect test 2021-08-06 11:05:00 -04:00
vis2k
e9791dff13 breaking: perf: SnapshotInterpolation.Compute: removed final boxing allocation. Snapshot.Interpolate is now a Func<T>. 2021-08-03 12:00:51 +08:00
vis2k
a7c0c29025 SnapshotInterpolationTests: use actual type instead of interface now 2021-08-03 11:50:18 +08:00
vis2k
2c70e71555 SnapshotInterpolation.Compute now returns <T> instead of Snapshot for ease of use 2021-08-03 11:11:38 +08:00
vis2k
23a663bdae perf: SnapshotInterpolation.GetFirstSecondAndDelta: return <T> instead of Snapshot to avoid boxing 2021-08-03 11:05:17 +08:00
vis2k
ee78043725 whitespace 2021-08-03 11:05:15 +08:00
vis2k
bb8245c944 rename 2021-08-01 19:54:23 +08:00
ninjakickja
053ab364a9
Fix: ArgumentExceptionError when adding snapshots to buffer (#2862)
* Fix - From !isLocalPlayer to !hasAuthority

Changed !isLocalPlayer to !hasAuthority because object might not be player object.

* Update Assets/Mirror/Components/NetworkTransform2k/NetworkTransformBase.cs

* Fix ArgumentExceptionError when adding snapshot to buffer - SnapshotInterpolation.cs

Occassionally duplicate messages may be received with the same remoteTimestamp. Adding an already existing key to buffer (Sorted List) will throw an ArgumentExceptionError and disconnect the client from the server.
Fixed by adding an if check to add snapshot only if remoteTimestamp key does not exist in the buffer.

* Test for ArgExceptionError - Adding snapshot to buffer with same key

* Update SnapshotInterpolation.cs

* Update SnapshotInterpolationTests.cs

Co-authored-by: vis2k <info@noobtuts.com>
2021-08-01 19:53:10 +08:00
MrGadget
03cd2e286f
Improved NetworkIdentity.Reset test (#2863) 2021-08-01 15:22:20 +08:00
vis2k
b495eaa965 syntax 2021-08-01 14:48:05 +08:00
vis2k
0d2733c564 fix: #2797 Clear hasAuthority when Destroying and call OnStopAuthority 2021-08-01 14:45:54 +08:00
vis2k
88112e7778 NetworkServerTest: use CreateNetworkedAndSpawnPlayer 2021-08-01 14:42:59 +08:00
vis2k
a55c75b945 MirrorTest: CreateNetworkedAndSpawnPlayer helper 2021-08-01 14:42:50 +08:00
vis2k
c879f17936 test for #2797 fixed 2021-08-01 14:33:38 +08:00
vis2k
2d2ea64d8a Tests: ConnectHostClientBlocking() now connects local server too. otherwise NetworkServer.localConnection isn't added to NetworkServer.Connections. 2021-08-01 13:51:51 +08:00
vis2k
2c85cfbd06 Tests: ConnectHostClientBlockingAuthenticatedAndReady helper 2021-08-01 13:44:25 +08:00
vis2k
9351c3bb99 test to reproduce #2797 2021-07-31 21:12:05 +08:00
vis2k
b0be4a3540 remove check 2021-07-31 21:04:09 +08:00
vis2k
d82388aff4 Tests: ConnectHostClientBlocking helper function 2021-07-31 20:54:42 +08:00
vis2k
d897da8a6b TODO 2021-07-31 20:51:09 +08:00
vis2k
3232001466 NetworkServer.DestroyObject: added comments 2021-07-31 20:17:55 +08:00
vis2k
e9f8af40f9 split OnStopClient tests into two 2021-07-31 20:06:23 +08:00
vis2k
3c52284c8c keep old name 2021-07-31 20:04:51 +08:00
vis2k
d466d73f85 fix: #2119 - DestroyObject is now called when cleaning up scene identities too. Sends unspawn messages and calls OnStopClient/Server properly. 2021-07-31 17:30:25 +08:00
vis2k
3d9493dbfd Test to reproduce #2119 2021-07-31 17:22:17 +08:00
vis2k
0f069fc848 fix: CleanupNetworkIdentities needs to iterate a copied .spawned list becuase we now call DestroyObject directly. previously Destroy would call OnDestroy the next frame. 2021-07-31 17:22:00 +08:00
vis2k
47bd2b7c78 CleanupNetworkIdentities: better comments and call DestroyObject with DestroyMode.Destroy for spawned prefabs directly. more obvious. 2021-07-31 17:10:49 +08:00
vis2k
beff4b634a rename DestroyMode 2021-07-31 17:08:50 +08:00
vis2k
4a505860eb NetworkServer.DestroyObject: 'DestroyMode' enum instead of bool to make it more obvious.
we don't just need it
2021-07-31 12:33:11 +08:00
vis2k
47217bef6c NetworkServer.CleanupNetworkIdentities: call NetworkServer.Destroy directly instead of GameObject.Destroy->NetworkIdentity.OnDestroy->NetworkServer.Destroy (see #2119) 2021-07-31 12:24:24 +08:00
vis2k
4685ee653d comment 2021-07-31 12:21:24 +08:00
vis2k
e951abeb34 better comments 2021-07-31 12:20:25 +08:00
vis2k
7071a6afc8 comments 2021-07-31 12:03:27 +08:00