Paul Pacheco
3029467709
fix flaky test
2020-03-26 00:17:22 -05:00
Paul Pacheco
de768d142f
Remove redundant if
2020-03-25 05:02:04 -05:00
Paul Pacheco
62525a9b4b
Use List instead of yield return
2020-03-25 04:53:20 -05:00
Paul Pacheco
307807d68c
Use List instead of yield return
2020-03-25 04:53:20 -05:00
vis2k
ad39ddc92f
NetworkTransform rotation compression removed. Gets rid of endless discussions, optimizations and issues. Sending a quaternion is never going to fail. ( #1595 )
...
* NetworkTransform rotation compression removed. Gets rid of endless discussions, optimizations and issues. Sending a quaternion is never going to fail.
* keep empty file
* keep empty file
2020-03-25 10:18:07 +01:00
Chris Langsenkamp
ef2f6b45bc
Removed noisy warning and added reason in comments
2020-03-24 23:56:52 -04:00
Chris Langsenkamp
111ae51102
Room Example shows how to get Network Manager out of DontDestroyOnLoad
2020-03-24 22:04:54 -04:00
Chris Langsenkamp
d034ef616f
feat: Added Virtual OnRoomStopServer to NetworkRoomManager and Script Template
2020-03-24 22:02:01 -04:00
Paul Pacheco
8026f6dcac
unnest ifs
2020-03-24 20:17:03 -05:00
Paul Pacheco
0541b339ed
Merge ifs, fix smells
2020-03-24 20:14:43 -05:00
Paul Pacheco
9c917c582e
Remove unused using
2020-03-24 20:09:05 -05:00
Paul Pacheco
2a3470dfb4
Helpers should not be instantiated
2020-03-24 20:08:42 -05:00
Paul Pacheco
b740b2487b
this is not code
2020-03-24 20:07:30 -05:00
Paul Pacheco
260e37cbb2
Reduce cognitive complexity of OnCompilationFinished
2020-03-24 20:04:34 -05:00
Paul Pacheco
6f04ff77d7
Remove commented out code
2020-03-24 20:02:49 -05:00
Paul Pacheco
48cf45b8ce
Remove unused method
2020-03-24 20:01:55 -05:00
Paul Pacheco
f4bc7ca691
use same parameter name in override
2020-03-24 20:01:00 -05:00
Paul Pacheco
433818b440
Remove cognitive complexity of NetworkInformation
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Split up large method,
Use static variables instead of fields
2020-03-24 19:58:39 -05:00
Chris Langsenkamp
85c4f1bcf1
Remove unused variable
2020-03-24 17:58:04 -04:00
vis2k
347cb5374d
fix : #1593 - NetworkRoomManager.ServerChangeScene doesn't destroy the world player before replacing the connection. otherwise ReplacePlayerForConnection removes authority form a destroyed object, causing all kidns of errors. The call wasn't actually needed. ( #1594 )
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* fix : #1593 - NetworkRoomManager.ServerChangeScene destroys the world player after replacing the connection, not before. previously ReplacePlayerForConnection would operate on dead data.
* remove it entirely
2020-03-24 22:28:04 +01:00
Paul Pacheco
9a50fbd507
Remove redundant initialization
2020-03-24 15:59:17 -05:00
Paul Pacheco
9fe718e8d5
playerName -> PlayerName
2020-03-24 15:59:17 -05:00
Paul Pacheco
72de733a62
remove redundant initialization
2020-03-24 15:59:17 -05:00
Paul Pacheco
1be3333905
Move ResolveMethod together
2020-03-24 15:59:17 -05:00
Paul Pacheco
25b13f83c2
CheckDLLPath -> CheckDllPath
2020-03-24 15:59:17 -05:00
Paul Pacheco
f74abc8f86
UnityEngineDLLDirectoryName -> UnityEngineDllDirectoryName
2020-03-24 15:59:17 -05:00
Paul Pacheco
e83daa8c5c
drawSyncList -> DrawSyncList
2020-03-24 15:59:17 -05:00
MrGadget
c796116758
Remove Usage of LAN in HUD and Docs ( #1592 )
...
* Remove usage of LAN in HUD and docs
* Server + Client
* Host (Server + Client)
* HUD Image
2020-03-24 21:55:18 +01:00
Paul Pacheco
4c15fcf771
fix naming conventions
2020-03-24 15:25:54 -05:00
Paul Pacheco
6968234689
Reduce cognitive complexity of OnPostProcessScene
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Fixes smell found by sonar qube
No code changes, just split into 2 functions
2020-03-24 15:20:42 -05:00
Paul Pacheco
e841aa9bf7
merge ifs
2020-03-24 15:10:32 -05:00
Paul Pacheco
9cc67938c3
remove redundant cast
2020-03-24 15:08:29 -05:00
Paul Pacheco
2d554d446e
Reduce cognitive complexity of RebuildObservers
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Identified as a smell by sonar qube
No logic changes, just refactor the code into a separate functions
2020-03-24 14:52:19 -05:00
Chris Langsenkamp
f084706bdf
Scene meta update
2020-03-24 15:28:34 -04:00
Paul Pacheco
c69ae75d6a
simplify parameter change
2020-03-24 13:47:10 -05:00
Paul Pacheco
aba028e74b
Reduce cognitive complexity of NetworkRoomPlayer.OnGUI
...
fixes code smell in SQ, no behavior change, just split the method into
smaller methods
2020-03-24 12:52:02 -05:00
Paul Pacheco
102a8822b0
fix smell discard unused parameter
2020-03-24 12:52:02 -05:00
James Frowen
b5a5a8f2f3
adding rule for methods ( #1591 )
2020-03-24 11:52:05 -05:00
Paul Pacheco
e8c9d7951d
test that we cannot unpack the wrong message
2020-03-24 10:37:54 -05:00
Paul Pacheco
a7ab26fa7d
Simplify tests
2020-03-24 08:31:19 -05:00
Paul Pacheco
4a9dca3c1c
Simplify tests
2020-03-24 08:16:19 -05:00
Paul Pacheco
1362b80eb4
A test should only test one thing
2020-03-24 08:11:42 -05:00
Paul Pacheco
f6bb3a9f06
use Assert.Throws
2020-03-24 08:09:41 -05:00
Paul Pacheco
2714be3869
Remove unused using
2020-03-24 08:04:42 -05:00
Paul Pacheco
3321dd8a95
Move NSubstitute to common folder, It will be used in play mode tests
2020-03-24 08:03:22 -05:00
Paul Pacheco
19a17c15b9
MemoryTransport is only for tests
2020-03-24 08:01:39 -05:00
Chris Langsenkamp
733bb92d37
doc: Updated SyncVar Hook doc
2020-03-24 08:39:08 -04:00
Chris Langsenkamp
e88249b972
doc: Updated ChangeLog
2020-03-24 08:31:31 -04:00
vis2k
9e26b26689
NetworkIdentity.isServer simplified via one flag instead of helper variable + netId check. When isServer is set in OnStartServer, netId is set to != 0 in any case, so the previous check was unnecessary. ( #1590 )
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* NetworkIdentity.isServer simplified via one flag instead of helper variable + netId check
* simplify teardowns
* NetworkIdentityTests can set isServer directly now
* networkbehaviourtests simplified
* NetworkServerTests can set isServer directly now
* remove comment
2020-03-24 11:25:04 +01:00
vis2k
9d088bc942
fix #1484 : isServer state in NetworkIdentity is not dependent on NetworkServer.active anymore. Fixes a bug where isServer was already false in OnDestroy, but we sometimes still need it there to save a player etc. Also added a test to prevent it in the future. ( #1585 )
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* fix #1484 : revert isServer simplifiy. Fixes a bug where isServer was already false in OnDestroy, but we need sometimes still need it there to save skillbars etc.
* update comment
2020-03-24 11:07:40 +01:00