vis2k
4f58366e0f
perf: kcp Tick split into TickIncoming/Outgoing to utilize the new NetworkEarly/LateUpdate functions. minimizes latency. ( #2608 )
2021-03-02 19:18:18 +08:00
vis2k
5ba677118e
kcp2k V1.9: Tick() split into TickIncoming()/TickOutgoing() to use in Mirror's new update
...
functions.
2021-03-02 18:43:11 +08:00
vis2k
b882653768
syntax
2021-03-02 15:57:30 +08:00
vis2k
b663636a5b
perf: Transport.Client/Server Early/LateUpdate to fix data races and allow transports to reduce latency by doing all receiving & sending in one frame. ( #2605 )
...
* fix: NetworkClient/Server: use the new custom NetworkLateUpdate instead of Unity's LateUpdate. fixes possible data races where other component's LateUpdate could be called before/after NetworkServer/Client LateUpdate causing non obvious data races.
* perf: Transport.Client/Server Early/LateUpdate to fix data races and allow transports to reduce latency by doing all receiving & sending in one frame.
2021-03-02 15:28:50 +08:00
vis2k
43e6fb4c53
fix: NetworkClient/Server: use the new custom NetworkLateUpdate instead of Unity's LateUpdate. fixes possible data races where other component's LateUpdate could be called before/after NetworkServer/Client LateUpdate causing non obvious data races. ( #2604 )
2021-03-02 15:28:30 +08:00
vis2k
edea4089e4
perf: avoid NetworkIdentity.visibility access allocations from obsolete messages when accessing .visibilityCache
2021-03-01 19:08:59 +08:00
vis2k
a2b828a511
syntax
2021-03-01 18:41:29 +08:00
vis2k
4fedf417b1
feature: add custom NetworkEarlyUpdate (before any Update/FixedUpdate), NetworkLateUpdate (after any Update/FixedUpdate/LateUpdate) loops ( #2603 )
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* NetworkLooper helper class with explanation
* AddSystemToPlayerLoopList from ECS and tests
* rename to Append
* change function type to UpdateFunction, actually add it
* better
* use Array.Resize
* syntax
* better logging
* addmode
* better
* FindPlayerLoopEntryIndex helper to verify
* better
* disable logs
* syntax
* test for PreLateUpdate
* add at runtime
* better log
* NetworkServer/Client.Update renamed to LateUpdate to make it more obvious
* NetworkLoops call NetworkServer/Client funcs
* logs
* Unity 2019 ifdef
* disable logs
* add comment
* obsoletes
* syntax
* change
* internal
2021-03-01 17:51:42 +08:00
vis2k
5809c50c2c
NetworkPingDisplay simplified ( #2602 )
2021-03-01 14:28:46 +08:00
vis2k
19f9ea0a6a
Documentation moved to https://mirror-networking.gitbook.io
2021-02-26 14:15:43 +08:00
vis2k
a67fd9084b
RegisterPrefab with assetId: add comment
2021-02-25 15:10:27 +08:00
vis2k
8854844a7f
dontListen: add comment
2021-02-25 09:57:48 +08:00
vis2k
8d3f33081b
NetworkServer: obsolete redundant RegisterHandler version without connection parameter ( #2594 )
2021-02-25 09:56:02 +08:00
vis2k
1f0d9e73e1
NetworkManagerHUD.showGUI obsoleted ( #2596 )
2021-02-25 09:55:14 +08:00
vis2k
62b99ed9a7
breaking: ClientScene.spawnableObjects doesn't need to be public ( #2597 )
2021-02-25 09:54:49 +08:00
vis2k
2d188080ec
syntax
2021-02-24 18:08:35 +08:00
vis2k
ac5f978b22
syntax
2021-02-24 18:08:00 +08:00
vis2k
d202024d1f
syntax
2021-02-24 18:07:39 +08:00
vis2k
290811e043
syntax
2021-02-24 18:07:03 +08:00
vis2k
dd53593255
syntax
2021-02-24 17:55:33 +08:00
vis2k
49cf2569f0
Utils.IsPrefab and reuse it everywhere else
2021-02-24 17:51:25 +08:00
vis2k
2367959f54
syntax
2021-02-24 17:42:37 +08:00
vis2k
d8c1924cf8
NetworkIdentity: GetRandomUInt moved to Utils
2021-02-24 17:42:14 +08:00
vis2k
a030caad0d
UNetwork.cs renamed to Utils.cs
2021-02-24 17:37:40 +08:00
vis2k
eff035a604
syntax
2021-02-24 17:35:38 +08:00
vis2k
c417d50e1c
syntax
2021-02-24 17:35:17 +08:00
vis2k
598f9e78c1
syntax
2021-02-24 17:34:38 +08:00
vis2k
aaf4b19539
SyncSet: add comments
2021-02-24 17:33:49 +08:00
vis2k
e80ec86577
NetworkServer.DestroyObject(GameObject) helper function to reuse in UnSpawn and Destroy
2021-02-24 16:52:32 +08:00
vis2k
820070cf60
syntax: NetworkServer.CreateSpawnMessagePayload moved above CreateSpawnMessage so it's more obvious
2021-02-24 16:49:29 +08:00
vis2k
4f69dd6d7b
syntax
2021-02-24 16:48:46 +08:00
vis2k
a2f374f117
syntax: NetworkServer.Send functions 'msg' renamed to 'message'
2021-02-24 16:48:16 +08:00
vis2k
008df9cee4
syntax: NetworkManager.startPositions moved up
2021-02-24 16:46:06 +08:00
vis2k
c45fb6c47e
Unity 2019.4.32 (latest 2018 LTS)
2021-02-24 16:45:01 +08:00
vis2k
72e8bf80c6
fix: InterestManagement added missing ready checks. x branch didn't have ready anymore, so they were missed when porting interest management to master. adding them guarantees exact same behaviour as before.
2021-02-24 12:50:36 +08:00
vis2k
2ef51d03f7
fix : #2595 InterestManagement AddAllAuthenticatedConnectionsToObservers fat fingered from x branch which didn't have 'ready' anymore. it should be AddAllReadyServerConnectionsToObservers like before, no change in the logic.
2021-02-24 12:44:21 +08:00
MrGadget1024
f3813c41cc
fix: Multiple Additive Scenes - wrong mesh and materials
2021-02-22 22:43:33 -05:00
MrGadget1024
f8cac55d79
fix: Multiple Additive Scenes - Missing mesh assignment
2021-02-22 22:26:41 -05:00
MrGadget1024
0ad623a869
Fixed typo
2021-02-22 14:08:43 -05:00
MrGadget1024
bbacb85a4c
doc: Updated ChangeLog
2021-02-21 16:15:09 -05:00
MrGadget1024
c91400d9c0
doc: Updated ChangeLog
2021-02-21 14:53:46 -05:00
MrGadget1024
a174df359f
Removed ScriptTemplates package from docs
...
- Templates are included in Mirror release
2021-02-20 09:36:15 -05:00
MrGadget1024
15e77507f6
NetworkRoomManager: Removed redundant code
2021-02-20 09:11:39 -05:00
MrGadget
827d31e1c8
feat: Move Network Manager out of DDOL in StopServer and StopClient ( #2582 )
...
* feat: Move Network Manager out of DDOL in StopServer and StopClient
- Moves Network Manager out of DDOL before going to offline scene to avoid collision and let a fresh Network Manager be created.
* removed spaced between braces
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-02-20 11:56:14 +08:00
MrGadget
89e5206e39
Disable Obsolete Warnings In Tests ( #2583 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-02-20 11:55:24 +08:00
vis2k
21196fc05b
fix: Telepathy V1.7 - receive timeout disabled by default; MirrorTransport now uses 30s instead of 5s timeout to avoid timing out during scene changes etc.
2021-02-20 11:53:19 +08:00
vis2k
659c035d42
disable log
2021-02-19 18:55:20 +08:00
vis2k
f3f56bd3cd
forgot to disable log
2021-02-19 16:01:55 +08:00
MrGadget
0fab6dbef3
Suppressed Flakey Tests ( #2589 )
...
Co-authored-by: MrGadget1024 <chris@clevertech.net>
2021-02-18 10:15:15 -05:00
vis2k
42fe37eeeb
syntax
2021-02-18 17:21:19 +08:00