vis2k
13c2a42a77
remove unused runtime SceneObjectSpawningTests
2021-08-07 19:31:29 +08:00
vis2k
99109076e4
syntax
2021-08-07 19:27:23 +08:00
vis2k
300e236715
syntax
2021-08-07 19:26:38 +08:00
vis2k
1fc008f1ef
syntax
2021-08-07 19:24:43 +08:00
vis2k
02cc3de7b8
SnapshotInterpolationTests: casting not necessary anymore
2021-08-07 19:23:07 +08:00
vis2k
664f21ba45
RemoteTestBase: reuse ConnectHostClientBlockingAuthenticatedAndReady
2021-08-07 19:21:36 +08:00
vis2k
964188868d
syntax
2021-08-07 19:20:31 +08:00
vis2k
8673471cf1
comment
2021-08-07 19:20:11 +08:00
vis2k
0fdb39fa1c
CreateNetworkedAndSpawn without component helper function
2021-08-07 19:15:01 +08:00
vis2k
aff28a0c07
syntax
2021-08-07 19:12:09 +08:00
vis2k
e3f7b8ce74
Tests: rewrite #2629 fix test
2021-08-07 18:56:42 +08:00
vis2k
f12082d0a3
Tests: CreateNetworkedAndSpawn remove unnecesary .connetionToServer setup. it's not necessary anymore.
2021-08-07 18:50:31 +08:00
vis2k
b29a76d242
add assert just to be sure
2021-08-07 18:45:28 +08:00
vis2k
e52b9b24de
fix comment
2021-08-07 18:44:52 +08:00
vis2k
4436fb85ad
syntax
2021-08-07 15:18:04 +08:00
vis2k
e2a26cd438
syntax
2021-08-07 15:16:46 +08:00
vis2k
ed505b7b65
syntax
2021-08-07 15:16:11 +08:00
vis2k
95a7899b76
TODO
2021-08-07 15:13:22 +08:00
vis2k
90674529e0
syntax
2021-08-07 15:12:23 +08:00
vis2k
fd8023dafe
remove redundant TargetRpc (manual) test
2021-08-07 15:11:24 +08:00
vis2k
39ebfc6126
remove redundant RPC (manual) test
2021-08-07 14:04:21 +08:00
vis2k
b71e2f373a
syntax
2021-08-07 13:59:35 +08:00
vis2k
98eba5c9c1
syntax
2021-08-07 13:54:18 +08:00
vis2k
f74fb388b4
syntax
2021-08-07 13:45:42 +08:00
vis2k
3350760edb
Multiplex Test: reuse CreateGameObject with component
2021-08-07 13:44:52 +08:00
vis2k
70f117a950
AOI Test: reuse CreateGameObject with component
2021-08-07 13:40:46 +08:00
vis2k
dccf1a95f1
AOI Test: reuse CreateGameObject with component
2021-08-07 13:39:43 +08:00
vis2k
5dad5db819
Tests: CreateGameObject with Component helper
2021-08-07 13:39:32 +08:00
vis2k
0888776f06
AOI Test: use CreateGameObject for automated tracking & destroying
2021-08-07 13:37:47 +08:00
vis2k
5c8bd25b7e
namespaces
2021-08-07 13:30:11 +08:00
vis2k
46d7e2d6a3
Tests: remove generators
2021-08-07 13:28:18 +08:00
vis2k
4facadfc24
syntax
2021-08-07 13:24:17 +08:00
vis2k
b67156aafa
Test: GetStableHashCode
2021-08-07 13:22:57 +08:00
vis2k
fbd3342a76
syntax
2021-08-07 13:19:43 +08:00
vis2k
af94cb902c
ignore test
2021-08-07 13:14:34 +08:00
vis2k
35b024197a
syntax
2021-08-07 13:12:21 +08:00
vis2k
79fc5f528e
comment
2021-08-07 13:11:54 +08:00
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
vis2k
77a3e0f23b
cleanup and rename
2021-07-31 11:47:59 +08:00
vis2k
2a48d80afc
rename
2021-07-31 11:44:54 +08:00
Eunseop Shim
f0d4f1595a
Allow reader generation of abstract NetworkBehaviours by reordering checks in Readers.GenerateReader() ( #2808 )
...
* Reorder checks to simplify and allow reader generation of abstract NetworkBehaviours
* Add SyncVar/ClientRpc Tests for abstract NetworkBehaviour
2021-07-31 11:32:42 +08:00
vis2k
7036ea5cab
fix: NetworkAnimator uses double precision time for accuracy over days/weeks ( #2840 )
2021-07-31 11:10:25 +08:00
Robin Rolf
93b262dc94
feat: ZigZag VarInt Compression ( #2859 )
2021-07-30 21:10:36 +08:00
MrGadget1024
015c4d3f35
fix: Added missing [Command] attribute to NetworkAnimator.CmdSetAnimatorSpeed
2021-07-29 08:49:59 -04:00
ninjakickja
7e425d3106
fix: From !isLocalPlayer to !hasAuthority - NetworkTransform2k/NetworkTransformBase.cs ( #2855 )
...
* Fix - From !isLocalPlayer to !hasAuthority
Changed !isLocalPlayer to !hasAuthority because object might not be player object.
* Update Assets/Mirror/Components/NetworkTransform2k/NetworkTransformBase.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-07-29 11:44:04 +08:00
Robin Rolf
7e72683850
fix: Lazy create telepathy client/server ( #2847 )
...
Otherwise any options set via script are never going to be applied with no way of doing so
2021-07-25 13:12:13 +08:00
vis2k
06a77308ce
remove version.txt again. not the one from asset store.
2021-07-23 12:06:00 +08:00
vis2k
ad45a0eb0f
feature: Compression.VarInt added again
2021-07-23 12:05:38 +08:00
vis2k
15d2e8caa2
NetworkManager: ConfigureServerFrameRate renamed to ConfigureHeadlessFrameRate
2021-07-21 13:35:45 +08:00
vis2k
24033c101b
fix : #2842 Revert "fix: Prevent recursion overflow when stopping ( #2833 )"
...
This reverts commit 32fdd5215f
.
2021-07-20 11:48:54 +08:00
vis2k
c3bd1f2798
Test for #2842 - StopHostTest
2021-07-20 11:47:12 +08:00
vis2k
c1bfdea524
NetworkManagerTests: StartHost
2021-07-20 11:45:38 +08:00
vis2k
5cd3ad3ec0
missed a test
2021-07-19 11:44:27 +08:00
vis2k
d17156749d
feature: NetworkTransform 2 - Snapshot Interpolation ( #2791 )
2021-07-19 11:38:06 +08:00
MrGadget1024
ca4c2fd930
fix: Removed ServerAuthFailed from Basic Authenticator
...
Doesn't do what I intended it to do...better solution needed.
2021-07-18 08:24:12 -04:00
vis2k
b268e61928
add comment
2021-07-18 12:23:04 +08:00
vis2k
f79eab5d20
feature: MatchInterestManagement ( #2837 )
...
* feature: MatchInterestManagement component
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
* Update Assets/Mirror/Components/InterestManagement/Match/MatchInterestManagement.cs
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com>
2021-07-17 10:54:48 +08:00
MrGadget1024
6242c618d5
Updated comment
2021-07-16 08:48:54 -04:00
vis2k
6d021c0875
fix: kcp2k V1.12 (updated)
...
-> where-allocation now optional to handle platforms that don't support it
2021-07-16 20:31:34 +08:00
vis2k
d66d228079
fix: kcp2k V1.12
...
- where-allocation removed. will be optional in the future.
- Tests: don't depend on Unity anymore
- fix : #26 - Kcp now catches exception if host couldn't be resolved, and calls
OnDisconnected to let the user now.
- fix: KcpServer.DualMode is now configurable in the constructor instead of
using #if UNITY_SWITCH. makes it run on all other non dual mode platforms too.
2021-07-16 13:10:05 +08:00
vis2k
69116bfeb2
fix: NetworkTime.UpdateClient uses double precision time for accuracy over days/weeks
2021-07-16 12:25:53 +08:00
Robin Rolf
d516280dca
fix: NetworkBehaviour dirty check uses double time ( #2839 )
2021-07-16 12:18:59 +08:00
vis2k
28bcce7f0f
fix log
2021-07-16 10:52:21 +08:00
vis2k
fecfcd3378
fix: SceneInterestManagement OnCheckObserver uses identity.gameObject instead of own gameObject
2021-07-16 10:46:49 +08:00
vis2k
02ad57cae8
fix: SceneInterestManagement OnSpawned uses identity.gameObject instead of own gameObject
2021-07-16 10:46:08 +08:00
vis2k
53b54f3dac
syntax
2021-07-16 10:45:08 +08:00
MrGadget1024
398824703d
Updated comments in ZoneHandler
2021-07-15 13:54:29 -04:00
MrGadget
a3e3543797
feat: Transport Exception Handling ( #2835 )
...
* feat: Transport Exception Handling
Transports can raise OnServerError and OnClientError
Both are propagated up through NetworkServer & NetworkClient & NetworkManager
Virtual methods added to Network Manager and Template
Fixes : #2782
* Fixed typo
* Better handling of server error
* Updated template comments
* Updated comments in Transport base class
* Syntax
* Update Transport.cs
* Update NetworkServer.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-07-15 13:26:01 +08:00
MrGadget
32fdd5215f
fix: Prevent recursion overflow when stopping ( #2833 )
...
* fix: Prevent recursion overflow when stopping
Calling StopServer from OnStartServer or StopClient from OnStopClient (or from user code invoked from those virtual methods) would create a recursion overflow.
This PR moves the setting of `isNetworkActive = false;` up above the virtual method calls in both cases, and adds a check to early out if false to prevent recursion and overflow.
Debug logs were also moved up nearer the top of the method.
Fixes : #2080
* Update Assets/Mirror/Runtime/NetworkManager.cs
* Update Assets/Mirror/Runtime/NetworkManager.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-07-15 13:18:55 +08:00
MrGadget
8453a03bd4
fix: Reset lastPingTime ( #2832 )
...
* fix: Reset lastPingTime
* Update Assets/Mirror/Runtime/NetworkTime.cs
Co-authored-by: vis2k <info@noobtuts.com>
2021-07-15 13:16:39 +08:00
vis2k
08c74deca0
fix : #2536 , #2834 - stop transport server even if dontListen in case it was enabled at runtime
2021-07-15 13:11:05 +08:00
MrGadget1024
8717b6082f
fix: Updated Compiler Symbols to MIRROR_43_0_OR_NEWER
2021-07-15 00:57:27 -04:00
MrGadget1024
35e41227d0
fix: Added empty version file
...
This is a test to see if CI will fill it and include it in the Unity package.
2021-07-14 22:07:21 -04:00
MrGadget1024
0b4fd22c36
fix: Call StopDiscovery when stopping Host/Server/Client in DiscoveryHUD
...
Fixes : #2477
2021-07-14 18:04:11 -04:00
vis2k
79024450f2
breaking: NetworkMatch component to hold matchId. Prepares for AOI2 match checker. ( #2831 )
...
* NetworkMatch component
* NetworkMatchChecker currentMatch points to NetworkMatch.matchId
* NetworkMatchChecker.Update just like scene checker
* remove NetworkMatchChecker.matchId
* adjust tests
* fixed comments, simplified null check
Co-authored-by: MrGadget1024 <github@clevertech.net>
2021-07-14 23:46:09 +08:00
vis2k
fe36a83353
feature: SnapshotInterpolation algorithm ( #2824 )
2021-07-14 17:42:23 +08:00
vis2k
09cbc7e782
feature: DistanceInterestManagement custom range component
2021-07-14 11:31:45 +08:00
vis2k
99316d6ab9
fix: DistanceInterestManagement initial range check uses '<' instead of '<=' for consistency with the other range checks
2021-07-14 11:26:34 +08:00
vis2k
af03da01ff
syntax & comments
2021-07-14 11:06:26 +08:00
vis2k
7206c56a53
comments
2021-07-14 11:04:12 +08:00
Robin Rolf
99db407990
feat: SceneInterestManagement ( #2762 )
...
* feat: Add OnSpawned/OnDestroyed events to interest management
* feat: SceneInterestManagement
2021-07-14 11:01:43 +08:00
Robin Rolf
3bc7572154
feat: Add OnSpawned/OnDestroyed events to interest management ( #2758 )
2021-07-14 11:01:13 +08:00
MrGadget1024
cdf6d2c901
fix: fixed naming typo
...
#Fixes #2827
2021-07-13 18:47:55 -04:00
vis2k
5afc4e9eed
syntax
2021-07-13 19:53:20 +08:00
vis2k
368c08be63
remove comment
2021-07-12 19:43:14 +08:00
vis2k
d60ec59444
syntax
2021-07-12 19:42:07 +08:00
vis2k
3363162dd8
syntax
2021-07-12 19:40:47 +08:00
vis2k
dd716eb0c0
rename
2021-07-12 19:38:00 +08:00
vis2k
3e77166952
syntax
2021-07-12 19:37:28 +08:00
vis2k
f67caa2c1d
rename
2021-07-12 19:30:31 +08:00
vis2k
36a1411c4a
syntax
2021-07-12 17:23:55 +08:00
vis2k
7eccab0433
PreprocessorDefine: 42_0_OR_NEWER
2021-07-11 16:25:33 +08:00
vis2k
9b160bce5d
fix: FallbackTransport didn't propagate Early/LateUpdate
2021-07-10 14:37:54 +08:00
vis2k
b305741b4b
fix : #2822 - OnClientDisconnect wasn't called for host disconnect because LocalConnectionToServer wouldn't call OnTransportDisconnected ( #2823 )
...
* test
* fix
2021-07-08 18:25:45 +08:00
vis2k
b1a2ade539
committed the wrong chang
2021-07-08 18:00:50 +08:00
vis2k
2c18d5d4ee
add comment
2021-07-08 17:41:58 +08:00
vis2k
1c23b70ca8
fix : #2818 NetworkClient Disconnecting state added. Disconnect now sets state to Disconnecting. OnTransportDisconnected doesn't early return anymore because state was == Disconnected already before. fixes OnClientDisconnect not being called for remote connections. ( #2821 )
...
* fix : #2818 NetworkClient Disconnecting state added. Disconnect now sets state to Disconnecting. OnTransportDisconnected doesn't early return anymore because state was == Disconnected already before.
* add test
2021-07-08 16:59:14 +08:00
vis2k
57c0f70df8
NetworkClient.Disconnect: explicitly check against Connecting and Connected.
...
prepares for Disconnecting state so we don't need to change this here.
2021-07-08 16:10:15 +08:00
vis2k
49eeb58af6
add comment
2021-07-08 16:06:38 +08:00
vis2k
0a7af48e6e
NetworkIdentity.SetupIDs: use GetPrefabStage(gameObject) for correctness ( #2781 )
2021-07-08 15:19:54 +08:00
vis2k
fb052a30b5
fix : #2793 - Interest Management V2 now offers SetHostVisibility overwriting ( #2813 )
...
* InterestManagement.SetHostVisibility virtual
* NetworkServer uses it
* NetworkClient uses it
2021-07-08 13:36:27 +08:00